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954 lines
22 KiB
C++
954 lines
22 KiB
C++
/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "Shader.h"
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#include "Graphics.h"
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#include "graphics/vertex.h"
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// C++
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#include <algorithm>
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#include <limits>
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#include <sstream>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
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: love::graphics::Shader(vertex, pixel)
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, program(0)
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, builtinUniforms()
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, builtinUniformInfo()
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, builtinAttributes()
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, lastPointSize(0.0f)
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{
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// load shader source and create program object
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loadVolatile();
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}
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Shader::~Shader()
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{
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unloadVolatile();
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for (const auto &p : uniforms)
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{
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// Allocated with malloc().
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if (p.second.data != nullptr)
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free(p.second.data);
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if (p.second.baseType == UNIFORM_SAMPLER)
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{
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for (int i = 0; i < p.second.count; i++)
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{
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if (p.second.textures[i] != nullptr)
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p.second.textures[i]->release();
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}
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delete[] p.second.textures;
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}
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}
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}
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void Shader::mapActiveUniforms()
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{
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// Built-in uniform locations default to -1 (nonexistent.)
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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{
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builtinUniforms[i] = -1;
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builtinUniformInfo[i] = nullptr;
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}
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GLint activeprogram = 0;
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glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram);
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gl.useProgram(program);
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GLint numuniforms;
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glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
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GLchar cname[256];
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const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
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std::map<std::string, UniformInfo> olduniforms = uniforms;
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uniforms.clear();
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for (int uindex = 0; uindex < numuniforms; uindex++)
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{
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GLsizei namelen = 0;
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GLenum gltype = 0;
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UniformInfo u = {};
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glGetActiveUniform(program, (GLuint) uindex, bufsize, &namelen, &u.count, &gltype, cname);
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u.name = std::string(cname, (size_t) namelen);
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(gltype);
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u.textureType = getUniformTextureType(gltype);
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u.isDepthSampler = isDepthTextureType(gltype);
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if (u.baseType == UNIFORM_MATRIX)
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u.matrix = getMatrixSize(gltype);
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else
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u.components = getUniformTypeComponents(gltype);
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// glGetActiveUniform appends "[0]" to the end of array uniform names...
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if (u.name.length() > 3)
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{
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size_t findpos = u.name.find("[0]");
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if (findpos != std::string::npos && findpos == u.name.length() - 3)
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u.name.erase(u.name.length() - 3);
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}
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// If this is a built-in (LOVE-created) uniform, store the location.
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BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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if (getConstant(u.name.c_str(), builtin))
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builtinUniforms[int(builtin)] = u.location;
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if (u.location == -1)
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continue;
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if (u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN)
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{
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TextureUnit unit;
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unit.type = u.textureType;
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unit.active = true;
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unit.texture = gl.getDefaultTexture(u.textureType);
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for (int i = 0; i < u.count; i++)
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textureUnits.push_back(unit);
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}
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// Make sure previously set uniform data is preserved, and shader-
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// initialized values are retrieved.
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auto oldu = olduniforms.find(u.name);
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if (oldu != olduniforms.end())
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{
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u.data = oldu->second.data;
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u.dataSize = oldu->second.dataSize;
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u.textures = oldu->second.textures;
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updateUniform(&u, u.count, true);
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}
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else
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{
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u.dataSize = 0;
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switch (u.baseType)
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{
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case UNIFORM_FLOAT:
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u.dataSize = sizeof(float) * u.components * u.count;
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u.data = malloc(u.dataSize);
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break;
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case UNIFORM_INT:
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case UNIFORM_BOOL:
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case UNIFORM_SAMPLER:
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u.dataSize = sizeof(int) * u.components * u.count;
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u.data = malloc(u.dataSize);
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break;
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case UNIFORM_UINT:
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u.dataSize = sizeof(unsigned int) * u.components * u.count;
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u.data = malloc(u.dataSize);
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break;
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case UNIFORM_MATRIX:
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u.dataSize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count;
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u.data = malloc(u.dataSize);
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break;
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default:
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break;
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}
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if (u.dataSize > 0)
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{
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memset(u.data, 0, u.dataSize);
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if (u.baseType == UNIFORM_SAMPLER)
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{
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int startunit = (int) textureUnits.size() - u.count;
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if (builtin == BUILTIN_TEXTURE_MAIN)
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startunit = 0;
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for (int i = 0; i < u.count; i++)
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u.ints[i] = startunit + i;
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glUniform1iv(u.location, u.count, u.ints);
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u.textures = new love::graphics::Texture*[u.count];
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memset(u.textures, 0, sizeof(Texture *) * u.count);
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}
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}
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size_t offset = 0;
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// Store any shader-initialized values in our own memory.
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for (int i = 0; i < u.count; i++)
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{
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GLint location = u.location;
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if (u.count > 1)
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{
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std::ostringstream ss;
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ss << i;
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std::string indexname = u.name + "[" + ss.str() + "]";
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location = glGetUniformLocation(program, indexname.c_str());
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}
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if (location == -1)
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continue;
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switch (u.baseType)
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{
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case UNIFORM_FLOAT:
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glGetUniformfv(program, location, &u.floats[offset]);
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offset += u.components;
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break;
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case UNIFORM_INT:
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case UNIFORM_BOOL:
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glGetUniformiv(program, location, &u.ints[offset]);
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offset += u.components;
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break;
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case UNIFORM_UINT:
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glGetUniformuiv(program, location, &u.uints[offset]);
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offset += u.components;
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break;
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case UNIFORM_MATRIX:
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glGetUniformfv(program, location, &u.floats[offset]);
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offset += u.matrix.rows * u.matrix.columns;
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break;
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default:
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break;
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}
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}
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}
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uniforms[u.name] = u;
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if (builtin != BUILTIN_MAX_ENUM)
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builtinUniformInfo[(int)builtin] = &uniforms[u.name];
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if (u.baseType == UNIFORM_SAMPLER)
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{
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// Make sure all stored textures have their Volatiles loaded before
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// the sendTextures call, since it calls getHandle().
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for (int i = 0; i < u.count; i++)
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{
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if (u.textures[i] == nullptr)
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continue;
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Volatile *v = dynamic_cast<Volatile *>(u.textures[i]);
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if (v != nullptr)
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v->loadVolatile();
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}
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sendTextures(&u, u.textures, u.count, true);
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}
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}
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// Make sure uniforms that existed before but don't exist anymore are
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// cleaned up. This theoretically shouldn't happen, but...
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for (const auto &p : olduniforms)
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{
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if (uniforms.find(p.first) == uniforms.end())
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{
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free(p.second.data);
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if (p.second.baseType != UNIFORM_SAMPLER)
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continue;
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for (int i = 0; i < p.second.count; i++)
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{
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if (p.second.textures[i] != nullptr)
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p.second.textures[i]->release();
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}
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delete[] p.second.textures;
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}
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}
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gl.useProgram(activeprogram);
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}
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bool Shader::loadVolatile()
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{
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OpenGL::TempDebugGroup debuggroup("Shader load");
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lastPointSize = -1.0f;
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// zero out active texture list
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textureUnits.clear();
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textureUnits.push_back(TextureUnit());
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for (const auto &stage : stages)
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{
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if (stage.get() != nullptr)
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stage->loadVolatile();
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}
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program = glCreateProgram();
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if (program == 0)
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throw love::Exception("Cannot create shader program object.");
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for (const auto &stage : stages)
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{
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if (stage.get() != nullptr)
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glAttachShader(program, (GLuint) stage->getHandle());
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}
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// Bind generic vertex attribute indices to names in the shader.
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for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
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{
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const char *name = nullptr;
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if (graphics::getConstant((BuiltinVertexAttribute) i, name))
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glBindAttribLocation(program, i, (const GLchar *) name);
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}
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glLinkProgram(program);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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std::string warnings = getProgramWarnings();
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glDeleteProgram(program);
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program = 0;
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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}
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// Get all active uniform variables in this shader from OpenGL.
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mapActiveUniforms();
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for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
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{
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const char *name = nullptr;
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if (graphics::getConstant(BuiltinVertexAttribute(i), name))
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builtinAttributes[i] = glGetAttribLocation(program, name);
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else
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builtinAttributes[i] = -1;
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}
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if (current == this)
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{
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// make sure glUseProgram gets called.
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current = nullptr;
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attach();
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}
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return true;
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}
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void Shader::unloadVolatile()
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{
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if (program != 0)
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{
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if (current == this)
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gl.useProgram(0);
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glDeleteProgram(program);
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program = 0;
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}
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// active texture list is probably invalid, clear it
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textureUnits.clear();
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textureUnits.push_back(TextureUnit());
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attributes.clear();
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// And the locations of any built-in uniform variables.
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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builtinUniforms[i] = -1;
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}
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std::string Shader::getProgramWarnings() const
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{
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GLint strsize, nullpos;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize);
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if (strsize == 0)
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return "";
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char *tempstr = new char[strsize];
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// be extra sure that the error string will be 0-terminated
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memset(tempstr, '\0', strsize);
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glGetProgramInfoLog(program, strsize, &nullpos, tempstr);
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tempstr[nullpos] = '\0';
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std::string warnings(tempstr);
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delete[] tempstr;
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return warnings;
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}
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std::string Shader::getWarnings() const
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{
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std::string warnings;
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const char *stagestr;
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for (const auto &stage : stages)
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{
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if (stage.get() == nullptr)
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continue;
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const std::string &stagewarnings = stage->getWarnings();
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if (ShaderStage::getConstant(stage->getStageType(), stagestr))
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warnings += std::string(stagestr) + std::string(" shader:\n") + stagewarnings;
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}
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warnings += getProgramWarnings();
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return warnings;
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}
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void Shader::attach()
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{
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if (current != this)
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{
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Graphics::flushBatchedDrawsGlobal();
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gl.useProgram(program);
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current = this;
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// retain/release happens in Graphics::setShader.
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// Make sure all textures are bound to their respective texture units.
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for (int i = 0; i < (int) textureUnits.size(); ++i)
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{
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const TextureUnit &unit = textureUnits[i];
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if (unit.active)
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gl.bindTextureToUnit(unit.type, unit.texture, i, false, false);
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}
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// send any pending uniforms to the shader program.
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for (const auto &p : pendingUniformUpdates)
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updateUniform(p.first, p.second, true);
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pendingUniformUpdates.clear();
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}
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}
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const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const
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{
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const auto it = uniforms.find(name);
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if (it == uniforms.end())
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return nullptr;
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return &(it->second);
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}
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const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const
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{
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return builtinUniformInfo[(int)builtin];
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}
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void Shader::updateUniform(const UniformInfo *info, int count)
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{
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updateUniform(info, count, false);
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}
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void Shader::updateUniform(const UniformInfo *info, int count, bool internalupdate)
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{
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if (current != this && !internalupdate)
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{
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pendingUniformUpdates.push_back(std::make_pair(info, count));
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return;
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}
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if (!internalupdate)
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flushBatchedDraws();
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int location = info->location;
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UniformType type = info->baseType;
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if (type == UNIFORM_FLOAT)
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{
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switch (info->components)
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{
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case 1:
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glUniform1fv(location, count, info->floats);
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break;
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case 2:
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glUniform2fv(location, count, info->floats);
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break;
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case 3:
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glUniform3fv(location, count, info->floats);
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break;
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case 4:
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glUniform4fv(location, count, info->floats);
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break;
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}
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}
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else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER)
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{
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switch (info->components)
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{
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case 1:
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glUniform1iv(location, count, info->ints);
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break;
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case 2:
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glUniform2iv(location, count, info->ints);
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break;
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case 3:
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glUniform3iv(location, count, info->ints);
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break;
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case 4:
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glUniform4iv(location, count, info->ints);
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break;
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}
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}
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else if (type == UNIFORM_UINT)
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{
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switch (info->components)
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{
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case 1:
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glUniform1uiv(location, count, info->uints);
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break;
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case 2:
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glUniform2uiv(location, count, info->uints);
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break;
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case 3:
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glUniform3uiv(location, count, info->uints);
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break;
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case 4:
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glUniform4uiv(location, count, info->uints);
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break;
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}
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}
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else if (type == UNIFORM_MATRIX)
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{
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int columns = info->matrix.columns;
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int rows = info->matrix.rows;
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if (columns == 2 && rows == 2)
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glUniformMatrix2fv(location, count, GL_FALSE, info->floats);
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else if (columns == 3 && rows == 3)
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glUniformMatrix3fv(location, count, GL_FALSE, info->floats);
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else if (columns == 4 && rows == 4)
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glUniformMatrix4fv(location, count, GL_FALSE, info->floats);
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else if (columns == 2 && rows == 3)
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glUniformMatrix2x3fv(location, count, GL_FALSE, info->floats);
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else if (columns == 2 && rows == 4)
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glUniformMatrix2x4fv(location, count, GL_FALSE, info->floats);
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else if (columns == 3 && rows == 2)
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glUniformMatrix3x2fv(location, count, GL_FALSE, info->floats);
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else if (columns == 3 && rows == 4)
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glUniformMatrix3x4fv(location, count, GL_FALSE, info->floats);
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else if (columns == 4 && rows == 2)
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glUniformMatrix4x2fv(location, count, GL_FALSE, info->floats);
|
|
else if (columns == 4 && rows == 3)
|
|
glUniformMatrix4x3fv(location, count, GL_FALSE, info->floats);
|
|
}
|
|
}
|
|
|
|
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
|
|
{
|
|
Shader::sendTextures(info, textures, count, false);
|
|
}
|
|
|
|
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count, bool internalUpdate)
|
|
{
|
|
if (info->baseType != UNIFORM_SAMPLER)
|
|
return;
|
|
|
|
bool shaderactive = current == this;
|
|
|
|
if (!internalUpdate && shaderactive)
|
|
flushBatchedDraws();
|
|
|
|
count = std::min(count, info->count);
|
|
|
|
// Bind the textures to the texture units.
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
love::graphics::Texture *tex = textures[i];
|
|
|
|
if (tex != nullptr)
|
|
{
|
|
const SamplerState &sampler = tex->getSamplerState();
|
|
if (!tex->isReadable())
|
|
{
|
|
if (internalUpdate)
|
|
continue;
|
|
else
|
|
throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader.");
|
|
}
|
|
else if (info->isDepthSampler != sampler.depthSampleMode.hasValue)
|
|
{
|
|
if (internalUpdate)
|
|
continue;
|
|
else if (info->isDepthSampler)
|
|
throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set.");
|
|
else
|
|
throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders.");
|
|
}
|
|
else if (tex->getTextureType() != info->textureType)
|
|
{
|
|
if (internalUpdate)
|
|
continue;
|
|
else
|
|
{
|
|
const char *textypestr = "unknown";
|
|
const char *shadertextypestr = "unknown";
|
|
Texture::getConstant(tex->getTextureType(), textypestr);
|
|
Texture::getConstant(info->textureType, shadertextypestr);
|
|
throw love::Exception("Texture's type (%s) must match the type of %s (%s).", textypestr, info->name.c_str(), shadertextypestr);
|
|
}
|
|
}
|
|
|
|
tex->retain();
|
|
}
|
|
|
|
if (info->textures[i] != nullptr)
|
|
info->textures[i]->release();
|
|
|
|
info->textures[i] = tex;
|
|
|
|
GLuint gltex = 0;
|
|
if (textures[i] != nullptr)
|
|
gltex = (GLuint) tex->getHandle();
|
|
else
|
|
gltex = gl.getDefaultTexture(info->textureType);
|
|
|
|
int texunit = info->ints[i];
|
|
|
|
if (shaderactive)
|
|
gl.bindTextureToUnit(info->textureType, gltex, texunit, false, false);
|
|
|
|
// Store texture id so it can be re-bound to the texture unit later.
|
|
textureUnits[texunit].texture = gltex;
|
|
}
|
|
}
|
|
|
|
void Shader::flushBatchedDraws() const
|
|
{
|
|
if (current == this)
|
|
Graphics::flushBatchedDrawsGlobal();
|
|
}
|
|
|
|
bool Shader::hasUniform(const std::string &name) const
|
|
{
|
|
return uniforms.find(name) != uniforms.end();
|
|
}
|
|
|
|
ptrdiff_t Shader::getHandle() const
|
|
{
|
|
return program;
|
|
}
|
|
|
|
int Shader::getVertexAttributeIndex(const std::string &name)
|
|
{
|
|
auto it = attributes.find(name);
|
|
if (it != attributes.end())
|
|
return it->second;
|
|
|
|
GLint location = glGetAttribLocation(program, name.c_str());
|
|
|
|
attributes[name] = location;
|
|
return location;
|
|
}
|
|
|
|
void Shader::setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture)
|
|
{
|
|
const BuiltinUniform builtins[3] = {
|
|
BUILTIN_TEXTURE_VIDEO_Y,
|
|
BUILTIN_TEXTURE_VIDEO_CB,
|
|
BUILTIN_TEXTURE_VIDEO_CR,
|
|
};
|
|
|
|
love::graphics::Texture *textures[3] = {ytexture, cbtexture, crtexture};
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
const UniformInfo *info = builtinUniformInfo[builtins[i]];
|
|
|
|
if (info != nullptr)
|
|
sendTextures(info, &textures[i], 1, true);
|
|
}
|
|
}
|
|
|
|
void Shader::updatePointSize(float size)
|
|
{
|
|
if (size == lastPointSize || current != this)
|
|
return;
|
|
|
|
GLint location = builtinUniforms[BUILTIN_POINT_SIZE];
|
|
if (location >= 0)
|
|
glUniform1f(location, size);
|
|
|
|
lastPointSize = size;
|
|
}
|
|
|
|
void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH)
|
|
{
|
|
if (current != this)
|
|
return;
|
|
|
|
if (GLAD_ES_VERSION_2_0)
|
|
updatePointSize(gl.getPointSize());
|
|
|
|
BuiltinUniformData data;
|
|
|
|
data.transformMatrix = gfx->getTransform();
|
|
data.projectionMatrix = gfx->getProjection();
|
|
|
|
// The normal matrix is the transpose of the inverse of the rotation portion
|
|
// (top-left 3x3) of the transform matrix.
|
|
{
|
|
Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
|
|
const float *e = normalmatrix.getElements();
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
data.normalMatrix[i].x = e[i * 3 + 0];
|
|
data.normalMatrix[i].y = e[i * 3 + 1];
|
|
data.normalMatrix[i].z = e[i * 3 + 2];
|
|
data.normalMatrix[i].w = 0.0f;
|
|
}
|
|
}
|
|
|
|
data.screenSizeParams.x = viewportW;
|
|
data.screenSizeParams.y = viewportH;
|
|
|
|
// The shader does pixcoord.y = gl_FragCoord.y * params.z + params.w.
|
|
// This lets us flip pixcoord.y when needed, to be consistent (drawing
|
|
// with no RT active makes the pixel coordinates y-flipped.)
|
|
if (gfx->isRenderTargetActive())
|
|
{
|
|
// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
|
|
data.screenSizeParams.z = 1.0f;
|
|
data.screenSizeParams.w = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
// gl_FragCoord.y is flipped when drawing to the screen, so we
|
|
// un-flip: pixcoord.y = gl_FragCoord.y * -1.0 + height.
|
|
data.screenSizeParams.z = -1.0f;
|
|
data.screenSizeParams.w = viewportH;
|
|
}
|
|
|
|
data.constantColor = gfx->getColor();
|
|
gammaCorrectColor(data.constantColor);
|
|
|
|
GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
|
|
if (location >= 0)
|
|
glUniform4fv(location, 13, (const GLfloat *) &data);
|
|
}
|
|
|
|
int Shader::getUniformTypeComponents(GLenum type) const
|
|
{
|
|
if (getUniformBaseType(type) == UNIFORM_SAMPLER)
|
|
return 1;
|
|
|
|
switch (type)
|
|
{
|
|
case GL_INT:
|
|
case GL_UNSIGNED_INT:
|
|
case GL_FLOAT:
|
|
case GL_BOOL:
|
|
return 1;
|
|
case GL_INT_VEC2:
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
case GL_FLOAT_VEC2:
|
|
case GL_FLOAT_MAT2:
|
|
case GL_BOOL_VEC2:
|
|
return 2;
|
|
case GL_INT_VEC3:
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
case GL_FLOAT_VEC3:
|
|
case GL_FLOAT_MAT3:
|
|
case GL_BOOL_VEC3:
|
|
return 3;
|
|
case GL_INT_VEC4:
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
case GL_FLOAT_VEC4:
|
|
case GL_FLOAT_MAT4:
|
|
case GL_BOOL_VEC4:
|
|
return 4;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
Shader::MatrixSize Shader::getMatrixSize(GLenum type) const
|
|
{
|
|
MatrixSize m;
|
|
|
|
switch (type)
|
|
{
|
|
case GL_FLOAT_MAT2:
|
|
m.columns = m.rows = 2;
|
|
break;
|
|
case GL_FLOAT_MAT3:
|
|
m.columns = m.rows = 3;
|
|
break;
|
|
case GL_FLOAT_MAT4:
|
|
m.columns = m.rows = 4;
|
|
break;
|
|
case GL_FLOAT_MAT2x3:
|
|
m.columns = 2;
|
|
m.rows = 3;
|
|
break;
|
|
case GL_FLOAT_MAT2x4:
|
|
m.columns = 2;
|
|
m.rows = 4;
|
|
break;
|
|
case GL_FLOAT_MAT3x2:
|
|
m.columns = 3;
|
|
m.rows = 2;
|
|
break;
|
|
case GL_FLOAT_MAT3x4:
|
|
m.columns = 3;
|
|
m.rows = 4;
|
|
break;
|
|
case GL_FLOAT_MAT4x2:
|
|
m.columns = 4;
|
|
m.rows = 2;
|
|
break;
|
|
case GL_FLOAT_MAT4x3:
|
|
m.columns = 4;
|
|
m.rows = 3;
|
|
break;
|
|
}
|
|
|
|
return m;
|
|
}
|
|
|
|
Shader::UniformType Shader::getUniformBaseType(GLenum type) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_INT:
|
|
case GL_INT_VEC2:
|
|
case GL_INT_VEC3:
|
|
case GL_INT_VEC4:
|
|
return UNIFORM_INT;
|
|
case GL_UNSIGNED_INT:
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
return UNIFORM_UINT;
|
|
case GL_FLOAT:
|
|
case GL_FLOAT_VEC2:
|
|
case GL_FLOAT_VEC3:
|
|
case GL_FLOAT_VEC4:
|
|
return UNIFORM_FLOAT;
|
|
case GL_FLOAT_MAT2:
|
|
case GL_FLOAT_MAT3:
|
|
case GL_FLOAT_MAT4:
|
|
case GL_FLOAT_MAT2x3:
|
|
case GL_FLOAT_MAT2x4:
|
|
case GL_FLOAT_MAT3x2:
|
|
case GL_FLOAT_MAT3x4:
|
|
case GL_FLOAT_MAT4x2:
|
|
case GL_FLOAT_MAT4x3:
|
|
return UNIFORM_MATRIX;
|
|
case GL_BOOL:
|
|
case GL_BOOL_VEC2:
|
|
case GL_BOOL_VEC3:
|
|
case GL_BOOL_VEC4:
|
|
return UNIFORM_BOOL;
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_1D_SHADOW:
|
|
case GL_SAMPLER_1D_ARRAY:
|
|
case GL_SAMPLER_1D_ARRAY_SHADOW:
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_2D_MULTISAMPLE:
|
|
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
|
|
case GL_SAMPLER_2D_RECT:
|
|
case GL_SAMPLER_2D_RECT_SHADOW:
|
|
case GL_SAMPLER_2D_SHADOW:
|
|
case GL_SAMPLER_2D_ARRAY:
|
|
case GL_SAMPLER_2D_ARRAY_SHADOW:
|
|
case GL_SAMPLER_3D:
|
|
case GL_SAMPLER_CUBE:
|
|
case GL_SAMPLER_CUBE_SHADOW:
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY:
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
|
|
return UNIFORM_SAMPLER;
|
|
default:
|
|
return UNIFORM_UNKNOWN;
|
|
}
|
|
}
|
|
|
|
TextureType Shader::getUniformTextureType(GLenum type) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_1D_SHADOW:
|
|
case GL_SAMPLER_1D_ARRAY:
|
|
case GL_SAMPLER_1D_ARRAY_SHADOW:
|
|
// 1D-typed textures are not supported.
|
|
return TEXTURE_MAX_ENUM;
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_2D_SHADOW:
|
|
return TEXTURE_2D;
|
|
case GL_SAMPLER_2D_MULTISAMPLE:
|
|
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
|
|
// Multisample textures are not supported.
|
|
return TEXTURE_MAX_ENUM;
|
|
case GL_SAMPLER_2D_RECT:
|
|
case GL_SAMPLER_2D_RECT_SHADOW:
|
|
// Rectangle textures are not supported.
|
|
return TEXTURE_MAX_ENUM;
|
|
case GL_SAMPLER_2D_ARRAY:
|
|
case GL_SAMPLER_2D_ARRAY_SHADOW:
|
|
return TEXTURE_2D_ARRAY;
|
|
case GL_SAMPLER_3D:
|
|
return TEXTURE_VOLUME;
|
|
case GL_SAMPLER_CUBE:
|
|
case GL_SAMPLER_CUBE_SHADOW:
|
|
return TEXTURE_CUBE;
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY:
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
|
|
// Cubemap array textures are not supported.
|
|
return TEXTURE_MAX_ENUM;
|
|
default:
|
|
return TEXTURE_MAX_ENUM;
|
|
}
|
|
}
|
|
|
|
bool Shader::isDepthTextureType(GLenum type) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_SAMPLER_1D_SHADOW:
|
|
case GL_SAMPLER_1D_ARRAY_SHADOW:
|
|
case GL_SAMPLER_2D_SHADOW:
|
|
case GL_SAMPLER_2D_ARRAY_SHADOW:
|
|
case GL_SAMPLER_CUBE_SHADOW:
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|