From cb5b8c97472ed1c759bb6934372e3c3ff4aad8f3 Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Mon, 20 Nov 2023 15:10:30 -0500 Subject: [PATCH] testshader: Don't make local variables with the same name as GL entry points. Reference Issue #2706. --- test/testshader.c | 118 +++++++++++++++++++++++----------------------- 1 file changed, 59 insertions(+), 59 deletions(-) diff --git a/test/testshader.c b/test/testshader.c index 47bce205c..6f59b5fbd 100644 --- a/test/testshader.c +++ b/test/testshader.c @@ -109,36 +109,36 @@ static ShaderData shaders[NUM_SHADERS] = { "}" }, }; -static PFNGLATTACHOBJECTARBPROC glAttachObjectARB; -static PFNGLCOMPILESHADERARBPROC glCompileShaderARB; -static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB; -static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB; -static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB; -static PFNGLGETINFOLOGARBPROC glGetInfoLogARB; -static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB; -static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB; -static PFNGLLINKPROGRAMARBPROC glLinkProgramARB; -static PFNGLSHADERSOURCEARBPROC glShaderSourceARB; -static PFNGLUNIFORM1IARBPROC glUniform1iARB; -static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB; +static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB; +static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB; +static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB; +static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB; +static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB; +static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB; +static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB; +static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB; +static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB; +static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB; +static PFNGLUNIFORM1IARBPROC pglUniform1iARB; +static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB; static SDL_bool CompileShader(GLhandleARB shader, const char *source) { GLint status = 0; - glShaderSourceARB(shader, 1, &source, NULL); - glCompileShaderARB(shader); - glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); + pglShaderSourceARB(shader, 1, &source, NULL); + pglCompileShaderARB(shader); + pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); if (status == 0) { GLint length = 0; char *info; - glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); + pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); info = (char *)SDL_malloc((size_t)length + 1); if (!info) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); } else { - glGetInfoLogARB(shader, length, NULL, info); + pglGetInfoLogARB(shader, length, NULL, info); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info); SDL_free(info); } @@ -152,21 +152,21 @@ static SDL_bool LinkProgram(ShaderData *data) { GLint status = 0; - glAttachObjectARB(data->program, data->vert_shader); - glAttachObjectARB(data->program, data->frag_shader); - glLinkProgramARB(data->program); + pglAttachObjectARB(data->program, data->vert_shader); + pglAttachObjectARB(data->program, data->frag_shader); + pglLinkProgramARB(data->program); - glGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status); + pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status); if (status == 0) { GLint length = 0; char *info; - glGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); + pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); info = (char *)SDL_malloc((size_t)length + 1); if (!info) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); } else { - glGetInfoLogARB(data->program, length, NULL, info); + pglGetInfoLogARB(data->program, length, NULL, info); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info); SDL_free(info); } @@ -185,16 +185,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data) glGetError(); /* Create one program object to rule them all */ - data->program = glCreateProgramObjectARB(); + data->program = pglCreateProgramObjectARB(); /* Create the vertex shader */ - data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); + data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); if (!CompileShader(data->vert_shader, data->vert_source)) { return SDL_FALSE; } /* Create the fragment shader */ - data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); + data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); if (!CompileShader(data->frag_shader, data->frag_source)) { return SDL_FALSE; } @@ -205,16 +205,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data) } /* Set up some uniform variables */ - glUseProgramObjectARB(data->program); + pglUseProgramObjectARB(data->program); for (i = 0; i < num_tmus_bound; ++i) { char tex_name[5]; (void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); - location = glGetUniformLocationARB(data->program, tex_name); + location = pglGetUniformLocationARB(data->program, tex_name); if (location >= 0) { - glUniform1iARB(location, i); + pglUniform1iARB(location, i); } } - glUseProgramObjectARB(0); + pglUseProgramObjectARB(0); return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE; } @@ -222,9 +222,9 @@ static SDL_bool CompileShaderProgram(ShaderData *data) static void DestroyShaderProgram(ShaderData *data) { if (shaders_supported) { - glDeleteObjectARB(data->vert_shader); - glDeleteObjectARB(data->frag_shader); - glDeleteObjectARB(data->program); + pglDeleteObjectARB(data->vert_shader); + pglDeleteObjectARB(data->frag_shader); + pglDeleteObjectARB(data->program); } } @@ -238,30 +238,30 @@ static SDL_bool InitShaders() SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { - glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB"); - glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB"); - glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB"); - glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB"); - glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB"); - glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB"); - glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB"); - glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB"); - glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB"); - glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB"); - glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB"); - glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB"); - if (glAttachObjectARB && - glCompileShaderARB && - glCreateProgramObjectARB && - glCreateShaderObjectARB && - glDeleteObjectARB && - glGetInfoLogARB && - glGetObjectParameterivARB && - glGetUniformLocationARB && - glLinkProgramARB && - glShaderSourceARB && - glUniform1iARB && - glUseProgramObjectARB) { + pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB"); + pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB"); + pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB"); + pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB"); + pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB"); + pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB"); + pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB"); + pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB"); + pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB"); + pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB"); + pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB"); + pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB"); + if (pglAttachObjectARB && + pglCompileShaderARB && + pglCreateProgramObjectARB && + pglCreateShaderObjectARB && + pglDeleteObjectARB && + pglGetInfoLogARB && + pglGetObjectParameterivARB && + pglGetUniformLocationARB && + pglLinkProgramARB && + pglShaderSourceARB && + pglUniform1iARB && + pglUseProgramObjectARB) { shaders_supported = SDL_TRUE; } } @@ -420,7 +420,7 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord) glBindTexture(GL_TEXTURE_2D, texture); glColor3f(1.0f, 1.0f, 1.0f); if (shaders_supported) { - glUseProgramObjectARB(shaders[current_shader].program); + pglUseProgramObjectARB(shaders[current_shader].program); } glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */ @@ -435,7 +435,7 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord) glEnd(); /* done with the polygon */ if (shaders_supported) { - glUseProgramObjectARB(0); + pglUseProgramObjectARB(0); } glDisable(GL_TEXTURE_2D);