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testshader: Don't make local variables with the same name as GL entry points.
Reference Issue #2706.
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cb5b8c9747
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@ -109,36 +109,36 @@ static ShaderData shaders[NUM_SHADERS] = {
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"}" },
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"}" },
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};
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};
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static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB;
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static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB;
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static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB;
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static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB;
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static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB;
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static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB;
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static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB;
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static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB;
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static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB;
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static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB;
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static PFNGLUNIFORM1IARBPROC glUniform1iARB;
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static PFNGLUNIFORM1IARBPROC pglUniform1iARB;
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static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB;
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static SDL_bool CompileShader(GLhandleARB shader, const char *source)
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static SDL_bool CompileShader(GLhandleARB shader, const char *source)
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{
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{
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GLint status = 0;
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GLint status = 0;
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glShaderSourceARB(shader, 1, &source, NULL);
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pglShaderSourceARB(shader, 1, &source, NULL);
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glCompileShaderARB(shader);
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pglCompileShaderARB(shader);
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glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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if (status == 0) {
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if (status == 0) {
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GLint length = 0;
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GLint length = 0;
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char *info;
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char *info;
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glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = (char *)SDL_malloc((size_t)length + 1);
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info = (char *)SDL_malloc((size_t)length + 1);
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if (!info) {
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if (!info) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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} else {
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} else {
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glGetInfoLogARB(shader, length, NULL, info);
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pglGetInfoLogARB(shader, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
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SDL_free(info);
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SDL_free(info);
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}
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}
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@ -152,21 +152,21 @@ static SDL_bool LinkProgram(ShaderData *data)
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{
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{
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GLint status = 0;
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GLint status = 0;
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glAttachObjectARB(data->program, data->vert_shader);
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pglAttachObjectARB(data->program, data->vert_shader);
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glAttachObjectARB(data->program, data->frag_shader);
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pglAttachObjectARB(data->program, data->frag_shader);
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glLinkProgramARB(data->program);
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pglLinkProgramARB(data->program);
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glGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
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pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
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if (status == 0) {
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if (status == 0) {
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GLint length = 0;
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GLint length = 0;
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char *info;
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char *info;
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glGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = (char *)SDL_malloc((size_t)length + 1);
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info = (char *)SDL_malloc((size_t)length + 1);
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if (!info) {
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if (!info) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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} else {
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} else {
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glGetInfoLogARB(data->program, length, NULL, info);
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pglGetInfoLogARB(data->program, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info);
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SDL_free(info);
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SDL_free(info);
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}
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}
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@ -185,16 +185,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
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glGetError();
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glGetError();
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/* Create one program object to rule them all */
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/* Create one program object to rule them all */
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data->program = glCreateProgramObjectARB();
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data->program = pglCreateProgramObjectARB();
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/* Create the vertex shader */
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/* Create the vertex shader */
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data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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if (!CompileShader(data->vert_shader, data->vert_source)) {
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if (!CompileShader(data->vert_shader, data->vert_source)) {
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return SDL_FALSE;
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return SDL_FALSE;
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}
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}
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/* Create the fragment shader */
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/* Create the fragment shader */
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data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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if (!CompileShader(data->frag_shader, data->frag_source)) {
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if (!CompileShader(data->frag_shader, data->frag_source)) {
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return SDL_FALSE;
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return SDL_FALSE;
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}
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}
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@ -205,16 +205,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
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}
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}
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/* Set up some uniform variables */
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/* Set up some uniform variables */
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glUseProgramObjectARB(data->program);
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pglUseProgramObjectARB(data->program);
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for (i = 0; i < num_tmus_bound; ++i) {
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for (i = 0; i < num_tmus_bound; ++i) {
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char tex_name[5];
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char tex_name[5];
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(void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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(void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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location = glGetUniformLocationARB(data->program, tex_name);
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location = pglGetUniformLocationARB(data->program, tex_name);
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if (location >= 0) {
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if (location >= 0) {
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glUniform1iARB(location, i);
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pglUniform1iARB(location, i);
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}
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}
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}
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}
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glUseProgramObjectARB(0);
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pglUseProgramObjectARB(0);
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return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
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return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
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}
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}
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@ -222,9 +222,9 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
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static void DestroyShaderProgram(ShaderData *data)
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static void DestroyShaderProgram(ShaderData *data)
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{
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{
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if (shaders_supported) {
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if (shaders_supported) {
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glDeleteObjectARB(data->vert_shader);
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pglDeleteObjectARB(data->vert_shader);
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glDeleteObjectARB(data->frag_shader);
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pglDeleteObjectARB(data->frag_shader);
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glDeleteObjectARB(data->program);
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pglDeleteObjectARB(data->program);
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}
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}
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}
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}
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@ -238,30 +238,30 @@ static SDL_bool InitShaders()
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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if (glAttachObjectARB &&
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if (pglAttachObjectARB &&
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glCompileShaderARB &&
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pglCompileShaderARB &&
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glCreateProgramObjectARB &&
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pglCreateProgramObjectARB &&
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glCreateShaderObjectARB &&
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pglCreateShaderObjectARB &&
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glDeleteObjectARB &&
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pglDeleteObjectARB &&
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glGetInfoLogARB &&
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pglGetInfoLogARB &&
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glGetObjectParameterivARB &&
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pglGetObjectParameterivARB &&
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glGetUniformLocationARB &&
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pglGetUniformLocationARB &&
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glLinkProgramARB &&
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pglLinkProgramARB &&
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glShaderSourceARB &&
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pglShaderSourceARB &&
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glUniform1iARB &&
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pglUniform1iARB &&
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glUseProgramObjectARB) {
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pglUseProgramObjectARB) {
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shaders_supported = SDL_TRUE;
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shaders_supported = SDL_TRUE;
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}
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}
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}
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}
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@ -420,7 +420,7 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glColor3f(1.0f, 1.0f, 1.0f);
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glColor3f(1.0f, 1.0f, 1.0f);
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if (shaders_supported) {
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if (shaders_supported) {
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glUseProgramObjectARB(shaders[current_shader].program);
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pglUseProgramObjectARB(shaders[current_shader].program);
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}
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}
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glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
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glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
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@ -435,7 +435,7 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
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glEnd(); /* done with the polygon */
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glEnd(); /* done with the polygon */
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if (shaders_supported) {
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if (shaders_supported) {
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glUseProgramObjectARB(0);
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pglUseProgramObjectARB(0);
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}
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}
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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