gl-shader.c 19 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #include <assert.h>
  15. #include <graphics/vec2.h>
  16. #include <graphics/vec3.h>
  17. #include <graphics/vec4.h>
  18. #include <graphics/matrix3.h>
  19. #include <graphics/matrix4.h>
  20. #include "gl-subsystem.h"
  21. #include "gl-shaderparser.h"
  22. static inline void shader_param_init(struct gs_shader_param *param)
  23. {
  24. memset(param, 0, sizeof(struct gs_shader_param));
  25. }
  26. static inline void shader_param_free(struct gs_shader_param *param)
  27. {
  28. bfree(param->name);
  29. da_free(param->cur_value);
  30. da_free(param->def_value);
  31. }
  32. static inline void shader_attrib_free(struct shader_attrib *attrib)
  33. {
  34. bfree(attrib->name);
  35. }
  36. static void gl_get_shader_info(GLuint shader, const char *file,
  37. char **error_string)
  38. {
  39. char *errors;
  40. GLint info_len = 0;
  41. GLsizei chars_written = 0;
  42. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
  43. if (!gl_success("glGetProgramiv") || !info_len)
  44. return;
  45. errors = bzalloc(info_len + 1);
  46. glGetShaderInfoLog(shader, info_len, &chars_written, errors);
  47. gl_success("glGetShaderInfoLog");
  48. blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
  49. if (error_string)
  50. *error_string = errors;
  51. else
  52. bfree(errors);
  53. }
  54. static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
  55. GLint *texture_id)
  56. {
  57. struct gs_shader_param param = {0};
  58. param.array_count = var->array_count;
  59. param.name = bstrdup(var->name);
  60. param.shader = shader;
  61. param.type = get_shader_param_type(var->type);
  62. if (param.type == GS_SHADER_PARAM_TEXTURE) {
  63. param.sampler_id = var->gl_sampler_id;
  64. param.texture_id = (*texture_id)++;
  65. } else {
  66. param.changed = true;
  67. }
  68. da_move(param.def_value, var->default_val);
  69. da_copy(param.cur_value, param.def_value);
  70. da_push_back(shader->params, &param);
  71. return true;
  72. }
  73. static inline bool gl_add_params(struct gs_shader *shader,
  74. struct gl_shader_parser *glsp)
  75. {
  76. size_t i;
  77. GLint tex_id = 0;
  78. for (i = 0; i < glsp->parser.params.num; i++)
  79. if (!gl_add_param(shader, glsp->parser.params.array + i,
  80. &tex_id))
  81. return false;
  82. shader->viewproj = gs_shader_get_param_by_name(shader, "ViewProj");
  83. shader->world = gs_shader_get_param_by_name(shader, "World");
  84. return true;
  85. }
  86. static inline void gl_add_sampler(struct gs_shader *shader,
  87. struct shader_sampler *sampler)
  88. {
  89. gs_samplerstate_t *new_sampler;
  90. struct gs_sampler_info info;
  91. shader_sampler_convert(sampler, &info);
  92. new_sampler = device_samplerstate_create(shader->device, &info);
  93. da_push_back(shader->samplers, &new_sampler);
  94. }
  95. static inline void gl_add_samplers(struct gs_shader *shader,
  96. struct gl_shader_parser *glsp)
  97. {
  98. size_t i;
  99. for (i = 0; i < glsp->parser.samplers.num; i++) {
  100. struct shader_sampler *sampler =
  101. glsp->parser.samplers.array + i;
  102. gl_add_sampler(shader, sampler);
  103. }
  104. }
  105. static void get_attrib_type(const char *mapping, enum attrib_type *type,
  106. size_t *index)
  107. {
  108. if (strcmp(mapping, "POSITION") == 0) {
  109. *type = ATTRIB_POSITION;
  110. } else if (strcmp(mapping, "NORMAL") == 0) {
  111. *type = ATTRIB_NORMAL;
  112. } else if (strcmp(mapping, "TANGENT") == 0) {
  113. *type = ATTRIB_TANGENT;
  114. } else if (strcmp(mapping, "COLOR") == 0) {
  115. *type = ATTRIB_COLOR;
  116. } else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
  117. *type = ATTRIB_TEXCOORD;
  118. *index = (*(mapping + 8)) - '0';
  119. return;
  120. } else if (strcmp(mapping, "TARGET") == 0) {
  121. *type = ATTRIB_TARGET;
  122. }
  123. *index = 0;
  124. }
  125. static inline bool gl_process_attrib(struct gs_shader *program,
  126. struct gl_parser_attrib *pa)
  127. {
  128. struct shader_attrib attrib = {0};
  129. /* don't parse output attributes */
  130. if (!pa->input)
  131. return true;
  132. get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
  133. attrib.name = pa->name.array;
  134. pa->name.array = NULL;
  135. pa->name.len = 0;
  136. pa->name.capacity = 0;
  137. da_push_back(program->attribs, &attrib);
  138. return true;
  139. }
  140. static inline bool gl_process_attribs(struct gs_shader *shader,
  141. struct gl_shader_parser *glsp)
  142. {
  143. size_t i;
  144. for (i = 0; i < glsp->attribs.num; i++) {
  145. struct gl_parser_attrib *pa = glsp->attribs.array + i;
  146. if (!gl_process_attrib(shader, pa))
  147. return false;
  148. }
  149. return true;
  150. }
  151. static bool gl_shader_init(struct gs_shader *shader,
  152. struct gl_shader_parser *glsp, const char *file,
  153. char **error_string)
  154. {
  155. GLenum type = convert_shader_type(shader->type);
  156. int compiled = 0;
  157. bool success = true;
  158. shader->obj = glCreateShader(type);
  159. if (!gl_success("glCreateShader") || !shader->obj)
  160. return false;
  161. glShaderSource(shader->obj, 1, (const GLchar **)&glsp->gl_string.array,
  162. 0);
  163. if (!gl_success("glShaderSource"))
  164. return false;
  165. glCompileShader(shader->obj);
  166. if (!gl_success("glCompileShader"))
  167. return false;
  168. #if 0
  169. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  170. blog(LOG_DEBUG, " GL shader string for: %s", file);
  171. blog(LOG_DEBUG, "-----------------------------------");
  172. blog(LOG_DEBUG, "%s", glsp->gl_string.array);
  173. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  174. #endif
  175. glGetShaderiv(shader->obj, GL_COMPILE_STATUS, &compiled);
  176. if (!gl_success("glGetShaderiv"))
  177. return false;
  178. if (!compiled) {
  179. GLint infoLength = 0;
  180. glGetShaderiv(shader->obj, GL_INFO_LOG_LENGTH, &infoLength);
  181. char *infoLog = malloc(sizeof(char) * infoLength);
  182. GLsizei returnedLength = 0;
  183. glGetShaderInfoLog(shader->obj, infoLength, &returnedLength,
  184. infoLog);
  185. blog(LOG_ERROR, "Error compiling shader:\n%s\n", infoLog);
  186. free(infoLog);
  187. success = false;
  188. }
  189. gl_get_shader_info(shader->obj, file, error_string);
  190. if (success)
  191. success = gl_add_params(shader, glsp);
  192. /* Only vertex shaders actually require input attributes */
  193. if (success && shader->type == GS_SHADER_VERTEX)
  194. success = gl_process_attribs(shader, glsp);
  195. if (success)
  196. gl_add_samplers(shader, glsp);
  197. return success;
  198. }
  199. static struct gs_shader *shader_create(gs_device_t *device,
  200. enum gs_shader_type type,
  201. const char *shader_str, const char *file,
  202. char **error_string)
  203. {
  204. struct gs_shader *shader = bzalloc(sizeof(struct gs_shader));
  205. struct gl_shader_parser glsp;
  206. bool success = true;
  207. shader->device = device;
  208. shader->type = type;
  209. gl_shader_parser_init(&glsp, type);
  210. if (!gl_shader_parse(&glsp, shader_str, file))
  211. success = false;
  212. else
  213. success = gl_shader_init(shader, &glsp, file, error_string);
  214. if (!success) {
  215. gs_shader_destroy(shader);
  216. shader = NULL;
  217. }
  218. gl_shader_parser_free(&glsp);
  219. return shader;
  220. }
  221. gs_shader_t *device_vertexshader_create(gs_device_t *device, const char *shader,
  222. const char *file, char **error_string)
  223. {
  224. struct gs_shader *ptr;
  225. ptr = shader_create(device, GS_SHADER_VERTEX, shader, file,
  226. error_string);
  227. if (!ptr)
  228. blog(LOG_ERROR, "device_vertexshader_create (GL) failed");
  229. return ptr;
  230. }
  231. gs_shader_t *device_pixelshader_create(gs_device_t *device, const char *shader,
  232. const char *file, char **error_string)
  233. {
  234. struct gs_shader *ptr;
  235. ptr = shader_create(device, GS_SHADER_PIXEL, shader, file,
  236. error_string);
  237. if (!ptr)
  238. blog(LOG_ERROR, "device_pixelshader_create (GL) failed");
  239. return ptr;
  240. }
  241. static void remove_program_references(struct gs_shader *shader)
  242. {
  243. struct gs_program *program = shader->device->first_program;
  244. while (program) {
  245. struct gs_program *next = program->next;
  246. bool destroy = false;
  247. if (shader->type == GS_SHADER_VERTEX &&
  248. program->vertex_shader == shader)
  249. destroy = true;
  250. else if (shader->type == GS_SHADER_PIXEL &&
  251. program->pixel_shader == shader)
  252. destroy = true;
  253. if (destroy)
  254. gs_program_destroy(program);
  255. program = next;
  256. }
  257. }
  258. void gs_shader_destroy(gs_shader_t *shader)
  259. {
  260. size_t i;
  261. if (!shader)
  262. return;
  263. remove_program_references(shader);
  264. for (i = 0; i < shader->attribs.num; i++)
  265. shader_attrib_free(shader->attribs.array + i);
  266. for (i = 0; i < shader->samplers.num; i++)
  267. gs_samplerstate_destroy(shader->samplers.array[i]);
  268. for (i = 0; i < shader->params.num; i++)
  269. shader_param_free(shader->params.array + i);
  270. if (shader->obj) {
  271. glDeleteShader(shader->obj);
  272. gl_success("glDeleteShader");
  273. }
  274. da_free(shader->samplers);
  275. da_free(shader->params);
  276. da_free(shader->attribs);
  277. bfree(shader);
  278. }
  279. int gs_shader_get_num_params(const gs_shader_t *shader)
  280. {
  281. return (int)shader->params.num;
  282. }
  283. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  284. {
  285. assert(param < shader->params.num);
  286. return shader->params.array + param;
  287. }
  288. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  289. {
  290. size_t i;
  291. for (i = 0; i < shader->params.num; i++) {
  292. struct gs_shader_param *param = shader->params.array + i;
  293. if (strcmp(param->name, name) == 0)
  294. return param;
  295. }
  296. return NULL;
  297. }
  298. gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
  299. {
  300. return shader->viewproj;
  301. }
  302. gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
  303. {
  304. return shader->world;
  305. }
  306. void gs_shader_get_param_info(const gs_sparam_t *param,
  307. struct gs_shader_param_info *info)
  308. {
  309. info->type = param->type;
  310. info->name = param->name;
  311. }
  312. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  313. {
  314. int int_val = val;
  315. da_copy_array(param->cur_value, &int_val, sizeof(int_val));
  316. }
  317. void gs_shader_set_float(gs_sparam_t *param, float val)
  318. {
  319. da_copy_array(param->cur_value, &val, sizeof(val));
  320. }
  321. void gs_shader_set_int(gs_sparam_t *param, int val)
  322. {
  323. da_copy_array(param->cur_value, &val, sizeof(val));
  324. }
  325. void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
  326. {
  327. struct matrix4 mat;
  328. matrix4_from_matrix3(&mat, val);
  329. da_copy_array(param->cur_value, &mat, sizeof(mat));
  330. }
  331. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  332. {
  333. da_copy_array(param->cur_value, val, sizeof(*val));
  334. }
  335. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  336. {
  337. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  338. }
  339. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  340. {
  341. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  342. }
  343. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  344. {
  345. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  346. }
  347. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  348. {
  349. param->texture = val;
  350. }
  351. static inline bool validate_param(struct program_param *pp,
  352. size_t expected_size)
  353. {
  354. if (pp->param->cur_value.num != expected_size) {
  355. blog(LOG_ERROR,
  356. "Parameter '%s' set to invalid size %u, "
  357. "expected %u",
  358. pp->param->name, (unsigned int)pp->param->cur_value.num,
  359. (unsigned int)expected_size);
  360. return false;
  361. }
  362. return true;
  363. }
  364. static void program_set_param_data(struct gs_program *program,
  365. struct program_param *pp)
  366. {
  367. void *array = pp->param->cur_value.array;
  368. if (pp->param->type == GS_SHADER_PARAM_BOOL ||
  369. pp->param->type == GS_SHADER_PARAM_INT) {
  370. if (validate_param(pp, sizeof(int))) {
  371. glUniform1iv(pp->obj, 1, (int *)array);
  372. gl_success("glUniform1iv");
  373. }
  374. } else if (pp->param->type == GS_SHADER_PARAM_INT2) {
  375. if (validate_param(pp, sizeof(int) * 2)) {
  376. glUniform2iv(pp->obj, 1, (int *)array);
  377. gl_success("glUniform2iv");
  378. }
  379. } else if (pp->param->type == GS_SHADER_PARAM_INT3) {
  380. if (validate_param(pp, sizeof(int) * 3)) {
  381. glUniform3iv(pp->obj, 1, (int *)array);
  382. gl_success("glUniform3iv");
  383. }
  384. } else if (pp->param->type == GS_SHADER_PARAM_INT4) {
  385. if (validate_param(pp, sizeof(int) * 4)) {
  386. glUniform4iv(pp->obj, 1, (int *)array);
  387. gl_success("glUniform4iv");
  388. }
  389. } else if (pp->param->type == GS_SHADER_PARAM_FLOAT) {
  390. if (validate_param(pp, sizeof(float))) {
  391. glUniform1fv(pp->obj, 1, (float *)array);
  392. gl_success("glUniform1fv");
  393. }
  394. } else if (pp->param->type == GS_SHADER_PARAM_VEC2) {
  395. if (validate_param(pp, sizeof(struct vec2))) {
  396. glUniform2fv(pp->obj, 1, (float *)array);
  397. gl_success("glUniform2fv");
  398. }
  399. } else if (pp->param->type == GS_SHADER_PARAM_VEC3) {
  400. if (validate_param(pp, sizeof(float) * 3)) {
  401. glUniform3fv(pp->obj, 1, (float *)array);
  402. gl_success("glUniform3fv");
  403. }
  404. } else if (pp->param->type == GS_SHADER_PARAM_VEC4) {
  405. if (validate_param(pp, sizeof(struct vec4))) {
  406. glUniform4fv(pp->obj, 1, (float *)array);
  407. gl_success("glUniform4fv");
  408. }
  409. } else if (pp->param->type == GS_SHADER_PARAM_MATRIX4X4) {
  410. if (validate_param(pp, sizeof(struct matrix4))) {
  411. glUniformMatrix4fv(pp->obj, 1, false, (float *)array);
  412. gl_success("glUniformMatrix4fv");
  413. }
  414. } else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
  415. if (pp->param->next_sampler) {
  416. program->device->cur_samplers[pp->param->sampler_id] =
  417. pp->param->next_sampler;
  418. pp->param->next_sampler = NULL;
  419. }
  420. glUniform1i(pp->obj, pp->param->texture_id);
  421. device_load_texture(program->device, pp->param->texture,
  422. pp->param->texture_id);
  423. }
  424. }
  425. void program_update_params(struct gs_program *program)
  426. {
  427. for (size_t i = 0; i < program->params.num; i++) {
  428. struct program_param *pp = program->params.array + i;
  429. program_set_param_data(program, pp);
  430. }
  431. }
  432. static void print_link_errors(GLuint program)
  433. {
  434. char *errors = NULL;
  435. GLint info_len = 0;
  436. GLsizei chars_written = 0;
  437. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
  438. if (!gl_success("glGetProgramiv") || !info_len)
  439. return;
  440. errors = calloc(1, info_len + 1);
  441. glGetProgramInfoLog(program, info_len, &chars_written, errors);
  442. gl_success("glGetShaderInfoLog");
  443. blog(LOG_DEBUG, "Linker warnings/errors:\n%s", errors);
  444. free(errors);
  445. }
  446. static bool assign_program_attrib(struct gs_program *program,
  447. struct shader_attrib *attrib)
  448. {
  449. GLint attrib_obj = glGetAttribLocation(program->obj, attrib->name);
  450. if (!gl_success("glGetAttribLocation"))
  451. return false;
  452. if (attrib_obj == -1) {
  453. blog(LOG_ERROR,
  454. "glGetAttribLocation: Could not find "
  455. "attribute '%s'",
  456. attrib->name);
  457. return false;
  458. }
  459. da_push_back(program->attribs, &attrib_obj);
  460. return true;
  461. }
  462. static inline bool assign_program_attribs(struct gs_program *program)
  463. {
  464. struct gs_shader *shader = program->vertex_shader;
  465. for (size_t i = 0; i < shader->attribs.num; i++) {
  466. struct shader_attrib *attrib = shader->attribs.array + i;
  467. if (!assign_program_attrib(program, attrib))
  468. return false;
  469. }
  470. return true;
  471. }
  472. static bool assign_program_param(struct gs_program *program,
  473. struct gs_shader_param *param)
  474. {
  475. struct program_param info;
  476. info.obj = glGetUniformLocation(program->obj, param->name);
  477. if (!gl_success("glGetUniformLocation"))
  478. return false;
  479. if (info.obj == -1) {
  480. return true;
  481. }
  482. info.param = param;
  483. da_push_back(program->params, &info);
  484. return true;
  485. }
  486. static inline bool assign_program_shader_params(struct gs_program *program,
  487. struct gs_shader *shader)
  488. {
  489. for (size_t i = 0; i < shader->params.num; i++) {
  490. struct gs_shader_param *param = shader->params.array + i;
  491. if (!assign_program_param(program, param))
  492. return false;
  493. }
  494. return true;
  495. }
  496. static inline bool assign_program_params(struct gs_program *program)
  497. {
  498. if (!assign_program_shader_params(program, program->vertex_shader))
  499. return false;
  500. if (!assign_program_shader_params(program, program->pixel_shader))
  501. return false;
  502. return true;
  503. }
  504. struct gs_program *gs_program_create(struct gs_device *device)
  505. {
  506. struct gs_program *program = bzalloc(sizeof(*program));
  507. int linked = false;
  508. program->device = device;
  509. program->vertex_shader = device->cur_vertex_shader;
  510. program->pixel_shader = device->cur_pixel_shader;
  511. program->obj = glCreateProgram();
  512. if (!gl_success("glCreateProgram"))
  513. goto error_detach_neither;
  514. glAttachShader(program->obj, program->vertex_shader->obj);
  515. if (!gl_success("glAttachShader (vertex)"))
  516. goto error_detach_neither;
  517. glAttachShader(program->obj, program->pixel_shader->obj);
  518. if (!gl_success("glAttachShader (pixel)"))
  519. goto error_detach_vertex;
  520. glLinkProgram(program->obj);
  521. if (!gl_success("glLinkProgram"))
  522. goto error;
  523. glGetProgramiv(program->obj, GL_LINK_STATUS, &linked);
  524. if (!gl_success("glGetProgramiv"))
  525. goto error;
  526. if (linked == GL_FALSE) {
  527. print_link_errors(program->obj);
  528. goto error;
  529. }
  530. if (!assign_program_attribs(program))
  531. goto error;
  532. if (!assign_program_params(program))
  533. goto error;
  534. glDetachShader(program->obj, program->vertex_shader->obj);
  535. gl_success("glDetachShader (vertex)");
  536. glDetachShader(program->obj, program->pixel_shader->obj);
  537. gl_success("glDetachShader (pixel)");
  538. program->next = device->first_program;
  539. program->prev_next = &device->first_program;
  540. device->first_program = program;
  541. if (program->next)
  542. program->next->prev_next = &program->next;
  543. return program;
  544. error:
  545. glDetachShader(program->obj, program->pixel_shader->obj);
  546. gl_success("glDetachShader (pixel)");
  547. error_detach_vertex:
  548. glDetachShader(program->obj, program->vertex_shader->obj);
  549. gl_success("glDetachShader (vertex)");
  550. error_detach_neither:
  551. gs_program_destroy(program);
  552. return NULL;
  553. }
  554. void gs_program_destroy(struct gs_program *program)
  555. {
  556. if (!program)
  557. return;
  558. if (program->device->cur_program == program) {
  559. program->device->cur_program = 0;
  560. glUseProgram(0);
  561. gl_success("glUseProgram (zero)");
  562. }
  563. da_free(program->attribs);
  564. da_free(program->params);
  565. if (program->next)
  566. program->next->prev_next = program->prev_next;
  567. if (program->prev_next)
  568. *program->prev_next = program->next;
  569. glDeleteProgram(program->obj);
  570. gl_success("glDeleteProgram");
  571. bfree(program);
  572. }
  573. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  574. {
  575. int count = param->array_count;
  576. size_t expected_size = 0;
  577. if (!count)
  578. count = 1;
  579. switch ((uint32_t)param->type) {
  580. case GS_SHADER_PARAM_FLOAT:
  581. expected_size = sizeof(float);
  582. break;
  583. case GS_SHADER_PARAM_BOOL:
  584. case GS_SHADER_PARAM_INT:
  585. expected_size = sizeof(int);
  586. break;
  587. case GS_SHADER_PARAM_INT2:
  588. expected_size = sizeof(int) * 2;
  589. break;
  590. case GS_SHADER_PARAM_INT3:
  591. expected_size = sizeof(int) * 3;
  592. break;
  593. case GS_SHADER_PARAM_INT4:
  594. expected_size = sizeof(int) * 4;
  595. break;
  596. case GS_SHADER_PARAM_VEC2:
  597. expected_size = sizeof(float) * 2;
  598. break;
  599. case GS_SHADER_PARAM_VEC3:
  600. expected_size = sizeof(float) * 3;
  601. break;
  602. case GS_SHADER_PARAM_VEC4:
  603. expected_size = sizeof(float) * 4;
  604. break;
  605. case GS_SHADER_PARAM_MATRIX4X4:
  606. expected_size = sizeof(float) * 4 * 4;
  607. break;
  608. case GS_SHADER_PARAM_TEXTURE:
  609. expected_size = sizeof(void *);
  610. break;
  611. default:
  612. expected_size = 0;
  613. }
  614. expected_size *= count;
  615. if (!expected_size)
  616. return;
  617. if (expected_size != size) {
  618. blog(LOG_ERROR, "gs_shader_set_val (GL): Size of shader "
  619. "param does not match the size of the input");
  620. return;
  621. }
  622. if (param->type == GS_SHADER_PARAM_TEXTURE)
  623. gs_shader_set_texture(param, *(gs_texture_t **)val);
  624. else
  625. da_copy_array(param->cur_value, val, size);
  626. }
  627. void gs_shader_set_default(gs_sparam_t *param)
  628. {
  629. gs_shader_set_val(param, param->def_value.array, param->def_value.num);
  630. }
  631. void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
  632. {
  633. param->next_sampler = sampler;
  634. }