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