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[client] egl: rename "shader" to "this" for consistancy
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parent
4654f317ca
commit
43d08df6b3
1 changed files with 37 additions and 37 deletions
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@ -33,32 +33,32 @@ struct EGL_Shader
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GLuint shader;
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};
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bool egl_shader_init(EGL_Shader ** shader)
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bool egl_shader_init(EGL_Shader ** this)
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{
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*shader = (EGL_Shader *)malloc(sizeof(EGL_Shader));
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if (!*shader)
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*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
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if (!*this)
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{
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DEBUG_ERROR("Failed to malloc EGL_Shader");
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return false;
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}
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memset(*shader, 0, sizeof(EGL_Shader));
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memset(*this, 0, sizeof(EGL_Shader));
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return true;
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}
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void egl_shader_free(EGL_Shader ** shader)
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void egl_shader_free(EGL_Shader ** this)
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{
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if (!*shader)
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if (!*this)
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return;
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if ((*shader)->hasShader)
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glDeleteProgram((*shader)->shader);
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if ((*this)->hasShader)
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glDeleteProgram((*this)->shader);
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free(*shader);
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*shader = NULL;
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free(*this);
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*this = NULL;
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}
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bool egl_shader_load(EGL_Shader * shader, const char * vertex_file, const char * fragment_file)
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bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
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{
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char * vertex_code, * fragment_code;
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size_t vertex_size, fragment_size;
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@ -80,18 +80,18 @@ bool egl_shader_load(EGL_Shader * shader, const char * vertex_file, const char *
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DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
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bool ret = egl_shader_compile(shader, vertex_code, vertex_size, fragment_code, fragment_size);
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bool ret = egl_shader_compile(this, vertex_code, vertex_size, fragment_code, fragment_size);
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free(vertex_code);
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free(fragment_code);
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return ret;
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}
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bool egl_shader_compile(EGL_Shader * shader, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
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bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
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{
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if (shader->hasShader)
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if (this->hasShader)
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{
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glDeleteProgram(shader->shader);
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shader->hasShader = false;
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glDeleteProgram(this->shader);
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this->hasShader = false;
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}
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GLint length;
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@ -149,59 +149,59 @@ bool egl_shader_compile(EGL_Shader * shader, const char * vertex_code, size_t ve
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return false;
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}
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shader->shader = glCreateProgram();
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glAttachShader(shader->shader, vertexShader );
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glAttachShader(shader->shader, fragmentShader);
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glLinkProgram(shader->shader);
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this->shader = glCreateProgram();
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glAttachShader(this->shader, vertexShader );
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glAttachShader(this->shader, fragmentShader);
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glLinkProgram(this->shader);
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glGetProgramiv(shader->shader, GL_LINK_STATUS, &result);
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glGetProgramiv(this->shader, GL_LINK_STATUS, &result);
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if (result == GL_FALSE)
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{
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DEBUG_ERROR("Failed to link shader program");
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int logLength;
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glGetProgramiv(shader->shader, GL_INFO_LOG_LENGTH, &logLength);
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glGetProgramiv(this->shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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char *log = malloc(logLength + 1);
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glGetProgramInfoLog(shader->shader, logLength, NULL, log);
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glGetProgramInfoLog(this->shader, logLength, NULL, log);
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log[logLength] = 0;
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DEBUG_ERROR("%s", log);
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free(log);
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}
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glDetachShader(shader->shader, vertexShader );
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glDetachShader(shader->shader, fragmentShader);
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glDetachShader(this->shader, vertexShader );
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glDetachShader(this->shader, fragmentShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader );
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glDeleteProgram(shader->shader );
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glDeleteProgram(this->shader );
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return false;
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}
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glDetachShader(shader->shader, vertexShader );
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glDetachShader(shader->shader, fragmentShader);
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glDetachShader(this->shader, vertexShader );
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glDetachShader(this->shader, fragmentShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader );
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shader->hasShader = true;
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this->hasShader = true;
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return true;
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}
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void egl_shader_use(EGL_Shader * shader)
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void egl_shader_use(EGL_Shader * this)
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{
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if (shader->hasShader)
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glUseProgram(shader->shader);
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if (this->hasShader)
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glUseProgram(this->shader);
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else
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DEBUG_ERROR("Shader program has not been compiled");
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}
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void egl_shader_associate_textures(EGL_Shader * shader, const int count)
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void egl_shader_associate_textures(EGL_Shader * this, const int count)
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{
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char name[] = "sampler1";
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glUseProgram(shader->shader);
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glUseProgram(this->shader);
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for(int i = 0; i < count; ++i, name[7]++)
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{
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GLint loc = glGetUniformLocation(shader->shader, name);
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GLint loc = glGetUniformLocation(this->shader, name);
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if (loc == -1)
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{
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DEBUG_WARN("Shader uniform location `%s` not found", name);
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@ -213,7 +213,7 @@ void egl_shader_associate_textures(EGL_Shader * shader, const int count)
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glUseProgram(0);
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}
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GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name)
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GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
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{
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return glGetUniformLocation(shader->shader, name);
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return glGetUniformLocation(this->shader, name);
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}
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