gl-shader.c 20 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. if (infoLog) {
  183. GLsizei returnedLength = 0;
  184. glGetShaderInfoLog(shader->obj, infoLength,
  185. &returnedLength, infoLog);
  186. blog(LOG_ERROR, "Error compiling shader:\n%s\n",
  187. infoLog);
  188. free(infoLog);
  189. }
  190. success = false;
  191. }
  192. gl_get_shader_info(shader->obj, file, error_string);
  193. if (success)
  194. success = gl_add_params(shader, glsp);
  195. /* Only vertex shaders actually require input attributes */
  196. if (success && shader->type == GS_SHADER_VERTEX)
  197. success = gl_process_attribs(shader, glsp);
  198. if (success)
  199. gl_add_samplers(shader, glsp);
  200. return success;
  201. }
  202. static struct gs_shader *shader_create(gs_device_t *device,
  203. enum gs_shader_type type,
  204. const char *shader_str, const char *file,
  205. char **error_string)
  206. {
  207. struct gs_shader *shader = bzalloc(sizeof(struct gs_shader));
  208. struct gl_shader_parser glsp;
  209. bool success = true;
  210. shader->device = device;
  211. shader->type = type;
  212. gl_shader_parser_init(&glsp, type);
  213. if (!gl_shader_parse(&glsp, shader_str, file))
  214. success = false;
  215. else
  216. success = gl_shader_init(shader, &glsp, file, error_string);
  217. if (!success) {
  218. gs_shader_destroy(shader);
  219. shader = NULL;
  220. }
  221. gl_shader_parser_free(&glsp);
  222. return shader;
  223. }
  224. gs_shader_t *device_vertexshader_create(gs_device_t *device, const char *shader,
  225. const char *file, char **error_string)
  226. {
  227. struct gs_shader *ptr;
  228. ptr = shader_create(device, GS_SHADER_VERTEX, shader, file,
  229. error_string);
  230. if (!ptr)
  231. blog(LOG_ERROR, "device_vertexshader_create (GL) failed");
  232. return ptr;
  233. }
  234. gs_shader_t *device_pixelshader_create(gs_device_t *device, const char *shader,
  235. const char *file, char **error_string)
  236. {
  237. struct gs_shader *ptr;
  238. ptr = shader_create(device, GS_SHADER_PIXEL, shader, file,
  239. error_string);
  240. if (!ptr)
  241. blog(LOG_ERROR, "device_pixelshader_create (GL) failed");
  242. return ptr;
  243. }
  244. static void remove_program_references(struct gs_shader *shader)
  245. {
  246. struct gs_program *program = shader->device->first_program;
  247. while (program) {
  248. struct gs_program *next = program->next;
  249. bool destroy = false;
  250. if (shader->type == GS_SHADER_VERTEX &&
  251. program->vertex_shader == shader)
  252. destroy = true;
  253. else if (shader->type == GS_SHADER_PIXEL &&
  254. program->pixel_shader == shader)
  255. destroy = true;
  256. if (destroy)
  257. gs_program_destroy(program);
  258. program = next;
  259. }
  260. }
  261. void gs_shader_destroy(gs_shader_t *shader)
  262. {
  263. size_t i;
  264. if (!shader)
  265. return;
  266. remove_program_references(shader);
  267. for (i = 0; i < shader->attribs.num; i++)
  268. shader_attrib_free(shader->attribs.array + i);
  269. for (i = 0; i < shader->samplers.num; i++)
  270. gs_samplerstate_destroy(shader->samplers.array[i]);
  271. for (i = 0; i < shader->params.num; i++)
  272. shader_param_free(shader->params.array + i);
  273. if (shader->obj) {
  274. glDeleteShader(shader->obj);
  275. gl_success("glDeleteShader");
  276. }
  277. da_free(shader->samplers);
  278. da_free(shader->params);
  279. da_free(shader->attribs);
  280. bfree(shader);
  281. }
  282. int gs_shader_get_num_params(const gs_shader_t *shader)
  283. {
  284. return (int)shader->params.num;
  285. }
  286. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  287. {
  288. assert(param < shader->params.num);
  289. return shader->params.array + param;
  290. }
  291. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  292. {
  293. size_t i;
  294. for (i = 0; i < shader->params.num; i++) {
  295. struct gs_shader_param *param = shader->params.array + i;
  296. if (strcmp(param->name, name) == 0)
  297. return param;
  298. }
  299. return NULL;
  300. }
  301. gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
  302. {
  303. return shader->viewproj;
  304. }
  305. gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
  306. {
  307. return shader->world;
  308. }
  309. void gs_shader_get_param_info(const gs_sparam_t *param,
  310. struct gs_shader_param_info *info)
  311. {
  312. info->type = param->type;
  313. info->name = param->name;
  314. }
  315. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  316. {
  317. int int_val = val;
  318. da_copy_array(param->cur_value, &int_val, sizeof(int_val));
  319. }
  320. void gs_shader_set_float(gs_sparam_t *param, float val)
  321. {
  322. da_copy_array(param->cur_value, &val, sizeof(val));
  323. }
  324. void gs_shader_set_int(gs_sparam_t *param, int val)
  325. {
  326. da_copy_array(param->cur_value, &val, sizeof(val));
  327. }
  328. void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
  329. {
  330. struct matrix4 mat;
  331. matrix4_from_matrix3(&mat, val);
  332. da_copy_array(param->cur_value, &mat, sizeof(mat));
  333. }
  334. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  335. {
  336. da_copy_array(param->cur_value, val, sizeof(*val));
  337. }
  338. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  339. {
  340. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  341. }
  342. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  343. {
  344. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  345. }
  346. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  347. {
  348. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  349. }
  350. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  351. {
  352. param->texture = val;
  353. }
  354. static inline bool validate_param(struct program_param *pp,
  355. size_t expected_size)
  356. {
  357. if (pp->param->cur_value.num != expected_size) {
  358. blog(LOG_ERROR,
  359. "Parameter '%s' set to invalid size %u, "
  360. "expected %u",
  361. pp->param->name, (unsigned int)pp->param->cur_value.num,
  362. (unsigned int)expected_size);
  363. return false;
  364. }
  365. return true;
  366. }
  367. static void program_set_param_data(struct gs_program *program,
  368. struct program_param *pp)
  369. {
  370. void *array = pp->param->cur_value.array;
  371. if (pp->param->type == GS_SHADER_PARAM_BOOL ||
  372. pp->param->type == GS_SHADER_PARAM_INT) {
  373. if (validate_param(pp, sizeof(int))) {
  374. glUniform1iv(pp->obj, 1, (int *)array);
  375. gl_success("glUniform1iv");
  376. }
  377. } else if (pp->param->type == GS_SHADER_PARAM_INT2) {
  378. if (validate_param(pp, sizeof(int) * 2)) {
  379. glUniform2iv(pp->obj, 1, (int *)array);
  380. gl_success("glUniform2iv");
  381. }
  382. } else if (pp->param->type == GS_SHADER_PARAM_INT3) {
  383. if (validate_param(pp, sizeof(int) * 3)) {
  384. glUniform3iv(pp->obj, 1, (int *)array);
  385. gl_success("glUniform3iv");
  386. }
  387. } else if (pp->param->type == GS_SHADER_PARAM_INT4) {
  388. if (validate_param(pp, sizeof(int) * 4)) {
  389. glUniform4iv(pp->obj, 1, (int *)array);
  390. gl_success("glUniform4iv");
  391. }
  392. } else if (pp->param->type == GS_SHADER_PARAM_FLOAT) {
  393. if (validate_param(pp, sizeof(float))) {
  394. glUniform1fv(pp->obj, 1, (float *)array);
  395. gl_success("glUniform1fv");
  396. }
  397. } else if (pp->param->type == GS_SHADER_PARAM_VEC2) {
  398. if (validate_param(pp, sizeof(struct vec2))) {
  399. glUniform2fv(pp->obj, 1, (float *)array);
  400. gl_success("glUniform2fv");
  401. }
  402. } else if (pp->param->type == GS_SHADER_PARAM_VEC3) {
  403. if (validate_param(pp, sizeof(float) * 3)) {
  404. glUniform3fv(pp->obj, 1, (float *)array);
  405. gl_success("glUniform3fv");
  406. }
  407. } else if (pp->param->type == GS_SHADER_PARAM_VEC4) {
  408. if (validate_param(pp, sizeof(struct vec4))) {
  409. glUniform4fv(pp->obj, 1, (float *)array);
  410. gl_success("glUniform4fv");
  411. }
  412. } else if (pp->param->type == GS_SHADER_PARAM_MATRIX4X4) {
  413. if (validate_param(pp, sizeof(struct matrix4))) {
  414. glUniformMatrix4fv(pp->obj, 1, false, (float *)array);
  415. gl_success("glUniformMatrix4fv");
  416. }
  417. } else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
  418. if (pp->param->next_sampler) {
  419. program->device->cur_samplers[pp->param->sampler_id] =
  420. pp->param->next_sampler;
  421. pp->param->next_sampler = NULL;
  422. }
  423. glUniform1i(pp->obj, pp->param->texture_id);
  424. if (pp->param->srgb)
  425. device_load_texture_srgb(program->device,
  426. pp->param->texture,
  427. pp->param->texture_id);
  428. else
  429. device_load_texture(program->device, pp->param->texture,
  430. pp->param->texture_id);
  431. }
  432. }
  433. void program_update_params(struct gs_program *program)
  434. {
  435. for (size_t i = 0; i < program->params.num; i++) {
  436. struct program_param *pp = program->params.array + i;
  437. program_set_param_data(program, pp);
  438. }
  439. }
  440. static void print_link_errors(GLuint program)
  441. {
  442. char *errors = NULL;
  443. GLint info_len = 0;
  444. GLsizei chars_written = 0;
  445. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
  446. if (!gl_success("glGetProgramiv") || !info_len)
  447. return;
  448. errors = calloc(1, info_len + 1);
  449. glGetProgramInfoLog(program, info_len, &chars_written, errors);
  450. gl_success("glGetShaderInfoLog");
  451. blog(LOG_DEBUG, "Linker warnings/errors:\n%s", errors);
  452. free(errors);
  453. }
  454. static bool assign_program_attrib(struct gs_program *program,
  455. struct shader_attrib *attrib)
  456. {
  457. GLint attrib_obj = glGetAttribLocation(program->obj, attrib->name);
  458. if (!gl_success("glGetAttribLocation"))
  459. return false;
  460. if (attrib_obj == -1) {
  461. blog(LOG_ERROR,
  462. "glGetAttribLocation: Could not find "
  463. "attribute '%s'",
  464. attrib->name);
  465. return false;
  466. }
  467. da_push_back(program->attribs, &attrib_obj);
  468. return true;
  469. }
  470. static inline bool assign_program_attribs(struct gs_program *program)
  471. {
  472. struct gs_shader *shader = program->vertex_shader;
  473. for (size_t i = 0; i < shader->attribs.num; i++) {
  474. struct shader_attrib *attrib = shader->attribs.array + i;
  475. if (!assign_program_attrib(program, attrib))
  476. return false;
  477. }
  478. return true;
  479. }
  480. static bool assign_program_param(struct gs_program *program,
  481. struct gs_shader_param *param)
  482. {
  483. struct program_param info;
  484. info.obj = glGetUniformLocation(program->obj, param->name);
  485. if (!gl_success("glGetUniformLocation"))
  486. return false;
  487. if (info.obj == -1) {
  488. return true;
  489. }
  490. info.param = param;
  491. da_push_back(program->params, &info);
  492. return true;
  493. }
  494. static inline bool assign_program_shader_params(struct gs_program *program,
  495. struct gs_shader *shader)
  496. {
  497. for (size_t i = 0; i < shader->params.num; i++) {
  498. struct gs_shader_param *param = shader->params.array + i;
  499. if (!assign_program_param(program, param))
  500. return false;
  501. }
  502. return true;
  503. }
  504. static inline bool assign_program_params(struct gs_program *program)
  505. {
  506. if (!assign_program_shader_params(program, program->vertex_shader))
  507. return false;
  508. if (!assign_program_shader_params(program, program->pixel_shader))
  509. return false;
  510. return true;
  511. }
  512. struct gs_program *gs_program_create(struct gs_device *device)
  513. {
  514. struct gs_program *program = bzalloc(sizeof(*program));
  515. int linked = false;
  516. program->device = device;
  517. program->vertex_shader = device->cur_vertex_shader;
  518. program->pixel_shader = device->cur_pixel_shader;
  519. program->obj = glCreateProgram();
  520. if (!gl_success("glCreateProgram"))
  521. goto error_detach_neither;
  522. glAttachShader(program->obj, program->vertex_shader->obj);
  523. if (!gl_success("glAttachShader (vertex)"))
  524. goto error_detach_neither;
  525. glAttachShader(program->obj, program->pixel_shader->obj);
  526. if (!gl_success("glAttachShader (pixel)"))
  527. goto error_detach_vertex;
  528. glLinkProgram(program->obj);
  529. if (!gl_success("glLinkProgram"))
  530. goto error;
  531. glGetProgramiv(program->obj, GL_LINK_STATUS, &linked);
  532. if (!gl_success("glGetProgramiv"))
  533. goto error;
  534. if (linked == GL_FALSE) {
  535. print_link_errors(program->obj);
  536. goto error;
  537. }
  538. if (!assign_program_attribs(program))
  539. goto error;
  540. if (!assign_program_params(program))
  541. goto error;
  542. glDetachShader(program->obj, program->vertex_shader->obj);
  543. gl_success("glDetachShader (vertex)");
  544. glDetachShader(program->obj, program->pixel_shader->obj);
  545. gl_success("glDetachShader (pixel)");
  546. program->next = device->first_program;
  547. program->prev_next = &device->first_program;
  548. device->first_program = program;
  549. if (program->next)
  550. program->next->prev_next = &program->next;
  551. return program;
  552. error:
  553. glDetachShader(program->obj, program->pixel_shader->obj);
  554. gl_success("glDetachShader (pixel)");
  555. error_detach_vertex:
  556. glDetachShader(program->obj, program->vertex_shader->obj);
  557. gl_success("glDetachShader (vertex)");
  558. error_detach_neither:
  559. gs_program_destroy(program);
  560. return NULL;
  561. }
  562. void gs_program_destroy(struct gs_program *program)
  563. {
  564. if (!program)
  565. return;
  566. if (program->device->cur_program == program) {
  567. program->device->cur_program = 0;
  568. glUseProgram(0);
  569. gl_success("glUseProgram (zero)");
  570. }
  571. da_free(program->attribs);
  572. da_free(program->params);
  573. if (program->next)
  574. program->next->prev_next = program->prev_next;
  575. if (program->prev_next)
  576. *program->prev_next = program->next;
  577. glDeleteProgram(program->obj);
  578. gl_success("glDeleteProgram");
  579. bfree(program);
  580. }
  581. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  582. {
  583. int count = param->array_count;
  584. size_t expected_size = 0;
  585. if (!count)
  586. count = 1;
  587. switch ((uint32_t)param->type) {
  588. case GS_SHADER_PARAM_FLOAT:
  589. expected_size = sizeof(float);
  590. break;
  591. case GS_SHADER_PARAM_BOOL:
  592. case GS_SHADER_PARAM_INT:
  593. expected_size = sizeof(int);
  594. break;
  595. case GS_SHADER_PARAM_INT2:
  596. expected_size = sizeof(int) * 2;
  597. break;
  598. case GS_SHADER_PARAM_INT3:
  599. expected_size = sizeof(int) * 3;
  600. break;
  601. case GS_SHADER_PARAM_INT4:
  602. expected_size = sizeof(int) * 4;
  603. break;
  604. case GS_SHADER_PARAM_VEC2:
  605. expected_size = sizeof(float) * 2;
  606. break;
  607. case GS_SHADER_PARAM_VEC3:
  608. expected_size = sizeof(float) * 3;
  609. break;
  610. case GS_SHADER_PARAM_VEC4:
  611. expected_size = sizeof(float) * 4;
  612. break;
  613. case GS_SHADER_PARAM_MATRIX4X4:
  614. expected_size = sizeof(float) * 4 * 4;
  615. break;
  616. case GS_SHADER_PARAM_TEXTURE:
  617. expected_size = sizeof(struct gs_shader_texture);
  618. break;
  619. default:
  620. expected_size = 0;
  621. }
  622. expected_size *= count;
  623. if (!expected_size)
  624. return;
  625. if (expected_size != size) {
  626. blog(LOG_ERROR, "gs_shader_set_val (GL): Size of shader "
  627. "param does not match the size of the input");
  628. return;
  629. }
  630. if (param->type == GS_SHADER_PARAM_TEXTURE) {
  631. struct gs_shader_texture shader_tex;
  632. memcpy(&shader_tex, val, sizeof(shader_tex));
  633. gs_shader_set_texture(param, shader_tex.tex);
  634. param->srgb = shader_tex.srgb;
  635. } else {
  636. da_copy_array(param->cur_value, val, size);
  637. }
  638. }
  639. void gs_shader_set_default(gs_sparam_t *param)
  640. {
  641. gs_shader_set_val(param, param->def_value.array, param->def_value.num);
  642. }
  643. void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
  644. {
  645. param->next_sampler = sampler;
  646. }