Added GL_ARB_shader_objects extension code in glsupp.h

Added init of the used functions to GL_CheckExtensions and some functions for the simplifying api to gl_vidcommon.c
Added the function declarations and other defines for that interface to glquake.h


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@723 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
KrimZon 2005-01-04 23:34:42 +00:00
parent 8b17508ae4
commit 4b60b739f7
3 changed files with 252 additions and 1 deletions

View File

@ -92,7 +92,21 @@ PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
PFNGLLOCKARRAYSEXTPROC qglLockArraysEXT;
PFNGLUNLOCKARRAYSEXTPROC qglUnlockArraysEXT;
//glslang - arb_shader_objects
PFNGLCREATEPROGRAMOBJECTARBPROC qglCreateProgramObjectARB;
PFNGLDELETEOBJECTARBPROC qglDeleteObjectARB;
PFNGLUSEPROGRAMOBJECTARBPROC qglUseProgramObjectARB;
PFNGLCREATESHADEROBJECTARBPROC qglCreateShaderObjectARB;
PFNGLSHADERSOURCEARBPROC qglShaderSourceARB;
PFNGLCOMPILESHADERARBPROC qglCompileShaderARB;
PFNGLGETOBJECTPARAMETERIVARBPROC qglGetObjectParameterivARB;
PFNGLATTACHOBJECTARBPROC qglAttachObjectARB;
PFNGLGETINFOLOGARBPROC qglGetInfoLogARB;
PFNGLLINKPROGRAMARBPROC qglLinkProgramARB;
PFNGLGETUNIFORMLOCATIONARBPROC qglGetUniformLocationARB;
PFNGLUNIFORM4FARBPROC qglUniform4fARB;
PFNGLUNIFORM1IARBPROC qglUniform1iARB;
PFNGLUNIFORM1FARBPROC qglUniform1fARB;
//extensions
//arb multitexture
@ -194,6 +208,8 @@ void GL_CheckExtensions (void *(*getglfunction) (char *name))
gl_config.arb_texture_env_dot3 = false;
gl_config.arb_texture_cube_map = false;
gl_config.arb_fragment_program = false;
gl_config.arb_shader_objects = false;
if (strstr(gl_extensions, "GL_ARB_texture_non_power_of_two"))
gl_config.arb_texture_non_power_of_two = true;
@ -301,6 +317,110 @@ void GL_CheckExtensions (void *(*getglfunction) (char *name))
qglBindProgramARB = (void *)getglext("glBindProgramARB");
qglGenProgramsARB = (void *)getglext("glGenProgramsARB");
}
// glslang
if (!!strstr(gl_extensions, "GL_ARB_shader_objects"))
{
gl_config.arb_shader_objects = true;
qglCreateProgramObjectARB = (void *)getglext("glCreateProgramObjectARB");
qglDeleteObjectARB = (void *)getglext("glDeleteObjectARB");
qglUseProgramObjectARB = (void *)getglext("glUseProgramObjectARB");
qglCreateShaderObjectARB = (void *)getglext("glCreateShaderObjectARB");
qglShaderSourceARB = (void *)getglext("glShaderSourceARB");
qglCompileShaderARB = (void *)getglext("glCompileShaderARB");
qglGetObjectParameterivARB = (void *)getglext("glGetObjectParameterivARB");
qglAttachObjectARB = (void *)getglext("glAttachObjectARB");
qglGetInfoLogARB = (void *)getglext("glGetInfoLogARB");
qglLinkProgramARB = (void *)getglext("glLinkProgramARB");
qglGetUniformLocationARB = (void *)getglext("glGetUniformLocationARB");
qglUniform4fARB = (void *)getglext("glUniform4fARB");
qglUniform1iARB = (void *)getglext("glUniform1iARB");
qglUniform1fARB = (void *)getglext("glUniform1fARB");
}
}
// glslang helper api function definitions
// type should be GL_FRAGMENT_SHADER_ARB or GL_VERTEX_SHADER_ARB
GLhandleARB GLSlang_CreateShader (char *shadersource, int shadertype)
{
GLhandleARB shader;
GLenum type;
GLint compiled;
char str[1024];
switch (shadertype)
{
case 0:
type = GL_FRAGMENT_SHADER_ARB;
break;
case 1:
type = GL_VERTEX_SHADER_ARB;
break;
default:
return -1;
break;
}
shader = qglCreateShaderObjectARB(type);
qglShaderSourceARB(shader, 1, &shadersource, NULL);
qglCompileShaderARB(shader);
qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
if(!compiled)
{
qglGetInfoLogARB(shader, sizeof(str), NULL, str);
switch (shadertype)
{
case 0:
Con_Printf("Fragment shader compilation error:\n----------\n%s\n----------\n", str);
break;
case 1:
Con_Printf("Vertex shader compilation error:\n----------\n%s\n----------\n", str);
break;
default:
Con_Printf("Shader_CreateShader: This shouldn't happen ever\n");
break;
}
return -1;
}
return shader;
}
GLhandleARB GLSlang_CreateProgram (GLhandleARB vert, GLhandleARB frag)
{
GLhandleARB program;
GLint linked;
char str[1024];
program = qglCreateProgramObjectARB();
qglAttachObjectARB(program, vert);
qglAttachObjectARB(program, frag);
qglLinkProgramARB(program);
qglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
if(!linked)
{
qglGetInfoLogARB(program, sizeof(str), NULL, str);
Con_Printf("Program link error: %s\n", str);
return (int)NULL;
}
return program;
}
GLint GLSlang_GetUniformLocation (int prog, char *name)
{
int i = qglGetUniformLocationARB(prog, name);
if (i == -1)
{
Con_Printf("Failed to get location of uniform '%s'\n", name);
}
return i;
}
//the vid routines have initialised a window, and now they are giving us a reference to some of of GetProcAddress to get pointers to the funcs.

View File

@ -100,6 +100,7 @@ typedef struct {
qboolean arb_texture_compression;
qboolean arb_fragment_program;
qboolean arb_shader_objects;
qboolean ext_stencil_wrap;
int maxtmus; //max texture units
} gl_config_t;
@ -715,6 +716,32 @@ extern PFNGLGETPROGRAMIVARBPROC qglGetProgramivARB;
extern PFNGLBINDPROGRAMARBPROC qglBindProgramARB;
extern PFNGLGENPROGRAMSARBPROC qglGenProgramsARB;
//glslang - arb_shader_objects
extern PFNGLCREATEPROGRAMOBJECTARBPROC qglCreateProgramObjectARB;
extern PFNGLDELETEOBJECTARBPROC qglDeleteObjectARB;
extern PFNGLUSEPROGRAMOBJECTARBPROC qglUseProgramObjectARB;
extern PFNGLCREATESHADEROBJECTARBPROC qglCreateShaderObjectARB;
extern PFNGLSHADERSOURCEARBPROC qglShaderSourceARB;
extern PFNGLCOMPILESHADERARBPROC qglCompileShaderARB;
extern PFNGLGETOBJECTPARAMETERIVARBPROC qglGetObjectParameterivARB;
extern PFNGLATTACHOBJECTARBPROC qglAttachObjectARB;
extern PFNGLGETINFOLOGARBPROC qglGetInfoLogARB;
extern PFNGLLINKPROGRAMARBPROC qglLinkProgramARB;
extern PFNGLGETUNIFORMLOCATIONARBPROC qglGetUniformLocationARB;
extern PFNGLUNIFORM4FARBPROC qglUniform4fARB;
extern PFNGLUNIFORM1IARBPROC qglUniform1iARB;
extern PFNGLUNIFORM1FARBPROC qglUniform1fARB;
//glslang helper api
GLhandleARB GLSlang_CreateShader (char *shadersource, int shadertype);
GLhandleARB GLSlang_CreateProgram (GLhandleARB vert, GLhandleARB frag);
GLint GLSlang_GetUniformLocation (int prog, char *name);
#define GLSlang_UseProgram(prog) qglUseProgramObjectARB(prog);
#define GLSlang_SetUniform1i(uni, parm0) qglUniform1iARB(uni, parm0);
#define GLSlang_SetUniform1f(uni, parm0) qglUniform1fARB(uni, parm0);
#define GLSlang_DeleteObject(object) qglDeleteObjectARB(object);
extern PFNGLLOCKARRAYSEXTPROC qglLockArraysEXT;
extern PFNGLUNLOCKARRAYSEXTPROC qglUnlockArraysEXT;

View File

@ -417,6 +417,110 @@ typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program);
/* All ARB_fragment_program entry points are shared with ARB_vertex_program. */
#endif
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_FLOAT 0x1406
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
//#define GL_INT 0x1404
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_SAMPLER_1D_ARB 0x8B5D
#define GL_SAMPLER_2D_ARB 0x8B5E
#define GL_SAMPLER_3D_ARB 0x8B5F
#define GL_SAMPLER_CUBE_ARB 0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
// dont know if these two should go somewhere better:
typedef unsigned int GLhandleARB;
typedef char GLcharARB;
typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname);
typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params);
typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARB) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLsizei *size, GLenum *type, GLcharARB *name);
typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *parms);
typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *parms);
typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
#endif // GL_ARB_shader_objects
#ifndef GL_ARB_vertex_shader
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
#endif
#ifndef GL_ARB_fragment_shader
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#endif
#ifndef GL_SGIS_generate_mipmap
#define GL_SGIS_generate_mipmap 1