gl-shader.c 19 KB

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  1. /******************************************************************************
  2. Copyright (C) 2023 by Lain 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_free(struct gs_shader_param *param)
  23. {
  24. bfree(param->name);
  25. da_free(param->cur_value);
  26. da_free(param->def_value);
  27. }
  28. static inline void shader_attrib_free(struct shader_attrib *attrib)
  29. {
  30. bfree(attrib->name);
  31. }
  32. static void gl_get_shader_info(GLuint shader, const char *file,
  33. char **error_string)
  34. {
  35. char *errors;
  36. GLint info_len = 0;
  37. GLsizei chars_written = 0;
  38. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
  39. if (!gl_success("glGetProgramiv") || !info_len)
  40. return;
  41. errors = bzalloc(info_len + 1);
  42. glGetShaderInfoLog(shader, info_len, &chars_written, errors);
  43. gl_success("glGetShaderInfoLog");
  44. blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
  45. if (error_string)
  46. *error_string = errors;
  47. else
  48. bfree(errors);
  49. }
  50. static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
  51. GLint *texture_id)
  52. {
  53. struct gs_shader_param param = {0};
  54. param.array_count = var->array_count;
  55. param.name = bstrdup(var->name);
  56. param.shader = shader;
  57. param.type = get_shader_param_type(var->type);
  58. if (param.type == GS_SHADER_PARAM_TEXTURE) {
  59. param.sampler_id = var->gl_sampler_id;
  60. param.texture_id = (*texture_id)++;
  61. } else {
  62. param.changed = true;
  63. }
  64. da_move(param.def_value, var->default_val);
  65. da_copy(param.cur_value, param.def_value);
  66. da_push_back(shader->params, &param);
  67. return true;
  68. }
  69. static inline bool gl_add_params(struct gs_shader *shader,
  70. struct gl_shader_parser *glsp)
  71. {
  72. size_t i;
  73. GLint tex_id = 0;
  74. for (i = 0; i < glsp->parser.params.num; i++)
  75. if (!gl_add_param(shader, glsp->parser.params.array + i,
  76. &tex_id))
  77. return false;
  78. shader->viewproj = gs_shader_get_param_by_name(shader, "ViewProj");
  79. shader->world = gs_shader_get_param_by_name(shader, "World");
  80. return true;
  81. }
  82. static inline void gl_add_sampler(struct gs_shader *shader,
  83. struct shader_sampler *sampler)
  84. {
  85. gs_samplerstate_t *new_sampler;
  86. struct gs_sampler_info info;
  87. shader_sampler_convert(sampler, &info);
  88. new_sampler = device_samplerstate_create(shader->device, &info);
  89. da_push_back(shader->samplers, &new_sampler);
  90. }
  91. static inline void gl_add_samplers(struct gs_shader *shader,
  92. struct gl_shader_parser *glsp)
  93. {
  94. size_t i;
  95. for (i = 0; i < glsp->parser.samplers.num; i++) {
  96. struct shader_sampler *sampler =
  97. glsp->parser.samplers.array + i;
  98. gl_add_sampler(shader, sampler);
  99. }
  100. }
  101. static void get_attrib_type(const char *mapping, enum attrib_type *type,
  102. size_t *index)
  103. {
  104. if (strcmp(mapping, "POSITION") == 0) {
  105. *type = ATTRIB_POSITION;
  106. } else if (strcmp(mapping, "NORMAL") == 0) {
  107. *type = ATTRIB_NORMAL;
  108. } else if (strcmp(mapping, "TANGENT") == 0) {
  109. *type = ATTRIB_TANGENT;
  110. } else if (strcmp(mapping, "COLOR") == 0) {
  111. *type = ATTRIB_COLOR;
  112. } else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
  113. *type = ATTRIB_TEXCOORD;
  114. *index = (*(mapping + 8)) - '0';
  115. return;
  116. } else if (strcmp(mapping, "TARGET") == 0) {
  117. *type = ATTRIB_TARGET;
  118. }
  119. *index = 0;
  120. }
  121. static inline bool gl_process_attrib(struct gs_shader *program,
  122. struct gl_parser_attrib *pa)
  123. {
  124. struct shader_attrib attrib = {0};
  125. /* don't parse output attributes */
  126. if (!pa->input)
  127. return true;
  128. get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
  129. attrib.name = pa->name.array;
  130. pa->name.array = NULL;
  131. pa->name.len = 0;
  132. pa->name.capacity = 0;
  133. da_push_back(program->attribs, &attrib);
  134. return true;
  135. }
  136. static inline bool gl_process_attribs(struct gs_shader *shader,
  137. struct gl_shader_parser *glsp)
  138. {
  139. size_t i;
  140. for (i = 0; i < glsp->attribs.num; i++) {
  141. struct gl_parser_attrib *pa = glsp->attribs.array + i;
  142. if (!gl_process_attrib(shader, pa))
  143. return false;
  144. }
  145. return true;
  146. }
  147. static bool gl_shader_init(struct gs_shader *shader,
  148. struct gl_shader_parser *glsp, const char *file,
  149. char **error_string)
  150. {
  151. GLenum type = convert_shader_type(shader->type);
  152. int compiled = 0;
  153. bool success = true;
  154. shader->obj = glCreateShader(type);
  155. if (!gl_success("glCreateShader") || !shader->obj)
  156. return false;
  157. glShaderSource(shader->obj, 1, (const GLchar **)&glsp->gl_string.array,
  158. 0);
  159. if (!gl_success("glShaderSource"))
  160. return false;
  161. glCompileShader(shader->obj);
  162. if (!gl_success("glCompileShader"))
  163. return false;
  164. #if 0
  165. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  166. blog(LOG_DEBUG, " GL shader string for: %s", file);
  167. blog(LOG_DEBUG, "-----------------------------------");
  168. blog(LOG_DEBUG, "%s", glsp->gl_string.array);
  169. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  170. #endif
  171. glGetShaderiv(shader->obj, GL_COMPILE_STATUS, &compiled);
  172. if (!gl_success("glGetShaderiv"))
  173. return false;
  174. if (!compiled) {
  175. GLint infoLength = 0;
  176. glGetShaderiv(shader->obj, GL_INFO_LOG_LENGTH, &infoLength);
  177. char *infoLog = malloc(sizeof(char) * infoLength);
  178. if (infoLog) {
  179. GLsizei returnedLength = 0;
  180. glGetShaderInfoLog(shader->obj, infoLength,
  181. &returnedLength, infoLog);
  182. blog(LOG_ERROR, "Error compiling shader:\n%s\n",
  183. infoLog);
  184. free(infoLog);
  185. }
  186. success = false;
  187. }
  188. gl_get_shader_info(shader->obj, file, error_string);
  189. if (success)
  190. success = gl_add_params(shader, glsp);
  191. /* Only vertex shaders actually require input attributes */
  192. if (success && shader->type == GS_SHADER_VERTEX)
  193. success = gl_process_attribs(shader, glsp);
  194. if (success)
  195. gl_add_samplers(shader, glsp);
  196. return success;
  197. }
  198. static struct gs_shader *shader_create(gs_device_t *device,
  199. enum gs_shader_type type,
  200. const char *shader_str, const char *file,
  201. char **error_string)
  202. {
  203. struct gs_shader *shader = bzalloc(sizeof(struct gs_shader));
  204. struct gl_shader_parser glsp;
  205. bool success = true;
  206. shader->device = device;
  207. shader->type = type;
  208. gl_shader_parser_init(&glsp, type);
  209. if (!gl_shader_parse(&glsp, shader_str, file))
  210. success = false;
  211. else
  212. success = gl_shader_init(shader, &glsp, file, error_string);
  213. if (!success) {
  214. gs_shader_destroy(shader);
  215. shader = NULL;
  216. }
  217. gl_shader_parser_free(&glsp);
  218. return shader;
  219. }
  220. gs_shader_t *device_vertexshader_create(gs_device_t *device, const char *shader,
  221. const char *file, char **error_string)
  222. {
  223. struct gs_shader *ptr;
  224. ptr = shader_create(device, GS_SHADER_VERTEX, shader, file,
  225. error_string);
  226. if (!ptr)
  227. blog(LOG_ERROR, "device_vertexshader_create (GL) failed");
  228. return ptr;
  229. }
  230. gs_shader_t *device_pixelshader_create(gs_device_t *device, const char *shader,
  231. const char *file, char **error_string)
  232. {
  233. struct gs_shader *ptr;
  234. ptr = shader_create(device, GS_SHADER_PIXEL, shader, file,
  235. error_string);
  236. if (!ptr)
  237. blog(LOG_ERROR, "device_pixelshader_create (GL) failed");
  238. return ptr;
  239. }
  240. static void remove_program_references(struct gs_shader *shader)
  241. {
  242. struct gs_program *program = shader->device->first_program;
  243. while (program) {
  244. struct gs_program *next = program->next;
  245. bool destroy = false;
  246. if (shader->type == GS_SHADER_VERTEX &&
  247. program->vertex_shader == shader)
  248. destroy = true;
  249. else if (shader->type == GS_SHADER_PIXEL &&
  250. program->pixel_shader == shader)
  251. destroy = true;
  252. if (destroy)
  253. gs_program_destroy(program);
  254. program = next;
  255. }
  256. }
  257. void gs_shader_destroy(gs_shader_t *shader)
  258. {
  259. size_t i;
  260. if (!shader)
  261. return;
  262. remove_program_references(shader);
  263. for (i = 0; i < shader->attribs.num; i++)
  264. shader_attrib_free(shader->attribs.array + i);
  265. for (i = 0; i < shader->samplers.num; i++)
  266. gs_samplerstate_destroy(shader->samplers.array[i]);
  267. for (i = 0; i < shader->params.num; i++)
  268. shader_param_free(shader->params.array + i);
  269. if (shader->obj) {
  270. glDeleteShader(shader->obj);
  271. gl_success("glDeleteShader");
  272. }
  273. da_free(shader->samplers);
  274. da_free(shader->params);
  275. da_free(shader->attribs);
  276. bfree(shader);
  277. }
  278. int gs_shader_get_num_params(const gs_shader_t *shader)
  279. {
  280. return (int)shader->params.num;
  281. }
  282. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  283. {
  284. assert(param < shader->params.num);
  285. return shader->params.array + param;
  286. }
  287. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  288. {
  289. size_t i;
  290. for (i = 0; i < shader->params.num; i++) {
  291. struct gs_shader_param *param = shader->params.array + i;
  292. if (strcmp(param->name, name) == 0)
  293. return param;
  294. }
  295. return NULL;
  296. }
  297. gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
  298. {
  299. return shader->viewproj;
  300. }
  301. gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
  302. {
  303. return shader->world;
  304. }
  305. void gs_shader_get_param_info(const gs_sparam_t *param,
  306. struct gs_shader_param_info *info)
  307. {
  308. info->type = param->type;
  309. info->name = param->name;
  310. }
  311. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  312. {
  313. int int_val = val;
  314. da_copy_array(param->cur_value, &int_val, sizeof(int_val));
  315. }
  316. void gs_shader_set_float(gs_sparam_t *param, float val)
  317. {
  318. da_copy_array(param->cur_value, &val, sizeof(val));
  319. }
  320. void gs_shader_set_int(gs_sparam_t *param, int val)
  321. {
  322. da_copy_array(param->cur_value, &val, sizeof(val));
  323. }
  324. void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
  325. {
  326. struct matrix4 mat;
  327. matrix4_from_matrix3(&mat, val);
  328. da_copy_array(param->cur_value, &mat, sizeof(mat));
  329. }
  330. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  331. {
  332. da_copy_array(param->cur_value, val, sizeof(*val));
  333. }
  334. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  335. {
  336. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  337. }
  338. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  339. {
  340. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  341. }
  342. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  343. {
  344. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  345. }
  346. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  347. {
  348. param->texture = val;
  349. }
  350. static inline bool validate_param(struct program_param *pp,
  351. size_t expected_size)
  352. {
  353. if (pp->param->cur_value.num != expected_size) {
  354. blog(LOG_ERROR,
  355. "Parameter '%s' set to invalid size %u, "
  356. "expected %u",
  357. pp->param->name, (unsigned int)pp->param->cur_value.num,
  358. (unsigned int)expected_size);
  359. return false;
  360. }
  361. return true;
  362. }
  363. static void program_set_param_data(struct gs_program *program,
  364. struct program_param *pp)
  365. {
  366. void *array = pp->param->cur_value.array;
  367. if (pp->param->type == GS_SHADER_PARAM_BOOL ||
  368. pp->param->type == GS_SHADER_PARAM_INT) {
  369. if (validate_param(pp, sizeof(int))) {
  370. glUniform1iv(pp->obj, 1, (int *)array);
  371. gl_success("glUniform1iv");
  372. }
  373. } else if (pp->param->type == GS_SHADER_PARAM_INT2) {
  374. if (validate_param(pp, sizeof(int) * 2)) {
  375. glUniform2iv(pp->obj, 1, (int *)array);
  376. gl_success("glUniform2iv");
  377. }
  378. } else if (pp->param->type == GS_SHADER_PARAM_INT3) {
  379. if (validate_param(pp, sizeof(int) * 3)) {
  380. glUniform3iv(pp->obj, 1, (int *)array);
  381. gl_success("glUniform3iv");
  382. }
  383. } else if (pp->param->type == GS_SHADER_PARAM_INT4) {
  384. if (validate_param(pp, sizeof(int) * 4)) {
  385. glUniform4iv(pp->obj, 1, (int *)array);
  386. gl_success("glUniform4iv");
  387. }
  388. } else if (pp->param->type == GS_SHADER_PARAM_FLOAT) {
  389. if (validate_param(pp, sizeof(float))) {
  390. glUniform1fv(pp->obj, 1, (float *)array);
  391. gl_success("glUniform1fv");
  392. }
  393. } else if (pp->param->type == GS_SHADER_PARAM_VEC2) {
  394. if (validate_param(pp, sizeof(struct vec2))) {
  395. glUniform2fv(pp->obj, 1, (float *)array);
  396. gl_success("glUniform2fv");
  397. }
  398. } else if (pp->param->type == GS_SHADER_PARAM_VEC3) {
  399. if (validate_param(pp, sizeof(float) * 3)) {
  400. glUniform3fv(pp->obj, 1, (float *)array);
  401. gl_success("glUniform3fv");
  402. }
  403. } else if (pp->param->type == GS_SHADER_PARAM_VEC4) {
  404. if (validate_param(pp, sizeof(struct vec4))) {
  405. glUniform4fv(pp->obj, 1, (float *)array);
  406. gl_success("glUniform4fv");
  407. }
  408. } else if (pp->param->type == GS_SHADER_PARAM_MATRIX4X4) {
  409. if (validate_param(pp, sizeof(struct matrix4))) {
  410. glUniformMatrix4fv(pp->obj, 1, false, (float *)array);
  411. gl_success("glUniformMatrix4fv");
  412. }
  413. } else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
  414. if (pp->param->next_sampler) {
  415. program->device->cur_samplers[pp->param->sampler_id] =
  416. pp->param->next_sampler;
  417. pp->param->next_sampler = NULL;
  418. }
  419. glUniform1i(pp->obj, pp->param->texture_id);
  420. if (pp->param->srgb)
  421. device_load_texture_srgb(program->device,
  422. pp->param->texture,
  423. pp->param->texture_id);
  424. else
  425. device_load_texture(program->device, pp->param->texture,
  426. pp->param->texture_id);
  427. }
  428. }
  429. void program_update_params(struct gs_program *program)
  430. {
  431. for (size_t i = 0; i < program->params.num; i++) {
  432. struct program_param *pp = program->params.array + i;
  433. program_set_param_data(program, pp);
  434. }
  435. }
  436. static void print_link_errors(GLuint program)
  437. {
  438. char *errors = NULL;
  439. GLint info_len = 0;
  440. GLsizei chars_written = 0;
  441. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
  442. if (!gl_success("glGetProgramiv") || !info_len)
  443. return;
  444. errors = calloc(1, info_len + 1);
  445. glGetProgramInfoLog(program, info_len, &chars_written, errors);
  446. gl_success("glGetShaderInfoLog");
  447. blog(LOG_DEBUG, "Linker warnings/errors:\n%s", errors);
  448. free(errors);
  449. }
  450. static bool assign_program_attrib(struct gs_program *program,
  451. struct shader_attrib *attrib)
  452. {
  453. GLint attrib_obj = glGetAttribLocation(program->obj, attrib->name);
  454. if (!gl_success("glGetAttribLocation"))
  455. return false;
  456. if (attrib_obj == -1) {
  457. blog(LOG_ERROR,
  458. "glGetAttribLocation: Could not find "
  459. "attribute '%s'",
  460. attrib->name);
  461. return false;
  462. }
  463. da_push_back(program->attribs, &attrib_obj);
  464. return true;
  465. }
  466. static inline bool assign_program_attribs(struct gs_program *program)
  467. {
  468. struct gs_shader *shader = program->vertex_shader;
  469. for (size_t i = 0; i < shader->attribs.num; i++) {
  470. struct shader_attrib *attrib = shader->attribs.array + i;
  471. if (!assign_program_attrib(program, attrib))
  472. return false;
  473. }
  474. return true;
  475. }
  476. static bool assign_program_param(struct gs_program *program,
  477. struct gs_shader_param *param)
  478. {
  479. struct program_param info;
  480. info.obj = glGetUniformLocation(program->obj, param->name);
  481. if (!gl_success("glGetUniformLocation"))
  482. return false;
  483. if (info.obj == -1) {
  484. return true;
  485. }
  486. info.param = param;
  487. da_push_back(program->params, &info);
  488. return true;
  489. }
  490. static inline bool assign_program_shader_params(struct gs_program *program,
  491. struct gs_shader *shader)
  492. {
  493. for (size_t i = 0; i < shader->params.num; i++) {
  494. struct gs_shader_param *param = shader->params.array + i;
  495. if (!assign_program_param(program, param))
  496. return false;
  497. }
  498. return true;
  499. }
  500. static inline bool assign_program_params(struct gs_program *program)
  501. {
  502. if (!assign_program_shader_params(program, program->vertex_shader))
  503. return false;
  504. if (!assign_program_shader_params(program, program->pixel_shader))
  505. return false;
  506. return true;
  507. }
  508. struct gs_program *gs_program_create(struct gs_device *device)
  509. {
  510. struct gs_program *program = bzalloc(sizeof(*program));
  511. int linked = false;
  512. program->device = device;
  513. program->vertex_shader = device->cur_vertex_shader;
  514. program->pixel_shader = device->cur_pixel_shader;
  515. program->obj = glCreateProgram();
  516. if (!gl_success("glCreateProgram"))
  517. goto error_detach_neither;
  518. glAttachShader(program->obj, program->vertex_shader->obj);
  519. if (!gl_success("glAttachShader (vertex)"))
  520. goto error_detach_neither;
  521. glAttachShader(program->obj, program->pixel_shader->obj);
  522. if (!gl_success("glAttachShader (pixel)"))
  523. goto error_detach_vertex;
  524. glLinkProgram(program->obj);
  525. if (!gl_success("glLinkProgram"))
  526. goto error;
  527. glGetProgramiv(program->obj, GL_LINK_STATUS, &linked);
  528. if (!gl_success("glGetProgramiv"))
  529. goto error;
  530. if (linked == GL_FALSE) {
  531. print_link_errors(program->obj);
  532. goto error;
  533. }
  534. if (!assign_program_attribs(program))
  535. goto error;
  536. if (!assign_program_params(program))
  537. goto error;
  538. glDetachShader(program->obj, program->vertex_shader->obj);
  539. gl_success("glDetachShader (vertex)");
  540. glDetachShader(program->obj, program->pixel_shader->obj);
  541. gl_success("glDetachShader (pixel)");
  542. program->next = device->first_program;
  543. program->prev_next = &device->first_program;
  544. device->first_program = program;
  545. if (program->next)
  546. program->next->prev_next = &program->next;
  547. return program;
  548. error:
  549. glDetachShader(program->obj, program->pixel_shader->obj);
  550. gl_success("glDetachShader (pixel)");
  551. error_detach_vertex:
  552. glDetachShader(program->obj, program->vertex_shader->obj);
  553. gl_success("glDetachShader (vertex)");
  554. error_detach_neither:
  555. gs_program_destroy(program);
  556. return NULL;
  557. }
  558. void gs_program_destroy(struct gs_program *program)
  559. {
  560. if (!program)
  561. return;
  562. if (program->device->cur_program == program) {
  563. program->device->cur_program = 0;
  564. glUseProgram(0);
  565. gl_success("glUseProgram (zero)");
  566. }
  567. da_free(program->attribs);
  568. da_free(program->params);
  569. if (program->next)
  570. program->next->prev_next = program->prev_next;
  571. if (program->prev_next)
  572. *program->prev_next = program->next;
  573. glDeleteProgram(program->obj);
  574. gl_success("glDeleteProgram");
  575. bfree(program);
  576. }
  577. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  578. {
  579. int count = param->array_count;
  580. size_t expected_size = 0;
  581. if (!count)
  582. count = 1;
  583. switch (param->type) {
  584. case GS_SHADER_PARAM_FLOAT:
  585. expected_size = sizeof(float);
  586. break;
  587. case GS_SHADER_PARAM_BOOL:
  588. case GS_SHADER_PARAM_INT:
  589. expected_size = sizeof(int);
  590. break;
  591. case GS_SHADER_PARAM_INT2:
  592. expected_size = sizeof(int) * 2;
  593. break;
  594. case GS_SHADER_PARAM_INT3:
  595. expected_size = sizeof(int) * 3;
  596. break;
  597. case GS_SHADER_PARAM_INT4:
  598. expected_size = sizeof(int) * 4;
  599. break;
  600. case GS_SHADER_PARAM_VEC2:
  601. expected_size = sizeof(float) * 2;
  602. break;
  603. case GS_SHADER_PARAM_VEC3:
  604. expected_size = sizeof(float) * 3;
  605. break;
  606. case GS_SHADER_PARAM_VEC4:
  607. expected_size = sizeof(float) * 4;
  608. break;
  609. case GS_SHADER_PARAM_MATRIX4X4:
  610. expected_size = sizeof(float) * 4 * 4;
  611. break;
  612. case GS_SHADER_PARAM_TEXTURE:
  613. expected_size = sizeof(struct gs_shader_texture);
  614. break;
  615. default:
  616. expected_size = 0;
  617. }
  618. expected_size *= count;
  619. if (!expected_size)
  620. return;
  621. if (expected_size != size) {
  622. blog(LOG_ERROR, "gs_shader_set_val (GL): Size of shader "
  623. "param does not match the size of the input");
  624. return;
  625. }
  626. if (param->type == GS_SHADER_PARAM_TEXTURE) {
  627. struct gs_shader_texture shader_tex;
  628. memcpy(&shader_tex, val, sizeof(shader_tex));
  629. gs_shader_set_texture(param, shader_tex.tex);
  630. param->srgb = shader_tex.srgb;
  631. } else {
  632. da_copy_array(param->cur_value, val, size);
  633. }
  634. }
  635. void gs_shader_set_default(gs_sparam_t *param)
  636. {
  637. gs_shader_set_val(param, param->def_value.array, param->def_value.num);
  638. }
  639. void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
  640. {
  641. param->next_sampler = sampler;
  642. }