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