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https://git.code.sf.net/p/quake/quakeforge
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e263521330
The GLSL compiler requires any #version lines to be the first (real) line of the program, even #line causes an error, so if the first line of the chunk starts with #version, insert the #line directive as the second line.
170 lines
4 KiB
C
170 lines
4 KiB
C
/*
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glsl_shader.c
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Shader management based on The OpenGL Shader Wrangler
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http://prideout.net/blog/?p=11
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Copyright (C) 2013 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2013/02/26
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/alloc.h"
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#include "QF/dstring.h"
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#include "QF/hash.h"
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#include "QF/segtext.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/GLSL/qf_vid.h"
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typedef struct glsl_effect_s {
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struct glsl_effect_s *next;
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const char *name;
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segtext_t *text;
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} glsl_effect_t;
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static hashtab_t *effect_tab;
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static glsl_effect_t *effects_freelist;
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static glsl_effect_t *
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new_effect (void)
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{
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glsl_effect_t *effect;
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ALLOC (64, glsl_effect_t, effects, effect);
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return effect;
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}
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static const char *
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effect_get_key (const void *e, void *unused)
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{
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glsl_effect_t *effect = (glsl_effect_t *) e;
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return effect->name;
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}
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int
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GLSL_RegisterEffect (const char *name, const char *src)
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{
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glsl_effect_t *effect;
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segtext_t *text;
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if (!effect_tab)
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effect_tab = Hash_NewTable (61, effect_get_key, 0, 0, 0);
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if (Hash_Find (effect_tab, name)) {
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Sys_Printf ("WARNING: ignoring duplicate '%s' effect\n", name);
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return 0;
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}
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text = Segtext_new (src);
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if (!text) {
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Sys_Printf ("WARNING: %s: problem parsing effect source\n", name);
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return 0;
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}
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effect = new_effect ();
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effect->name = strdup (name);
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effect->text = text;
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Hash_Add (effect_tab, effect);
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return 1;
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}
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shader_t *
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GLSL_BuildShader (const char **effect_keys)
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{
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const char *dot;
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const char **key;
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int num_keys = 0;
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shader_t *shader;
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dstring_t *ekey;
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glsl_effect_t *effect;
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const segchunk_t *chunk;
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for (key = effect_keys; *key; key++)
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num_keys++;
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shader = malloc (sizeof (shader_t));
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shader->num_strings = num_keys;
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shader->strings = calloc (2 * num_keys, sizeof (const char *));
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shader->src = shader->strings + num_keys;
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ekey = dstring_new ();
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for (key = effect_keys; *key; key++) {
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int num = key - effect_keys;
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dot = strchr (*key, '.');
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if (!dot) {
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Sys_Printf ("Invalid effect key: '%s'\n", *key);
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goto error;
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}
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dstring_copysubstr (ekey, *key, dot - *key);
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effect = Hash_Find (effect_tab, ekey->str);
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if (!effect) {
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Sys_Printf ("Unknown effect: '%s'\n", ekey->str);
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goto error;
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}
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dot++;
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chunk = Segtext_FindChunk (effect->text, dot);
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if (!chunk) {
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Sys_Printf ("Unknown shader key: '%s'\n", dot);
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goto error;
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}
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if (strncmp ("#version ", chunk->text, 9) == 0) {
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const char *eol = strchr (chunk->text, '\n');
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int vline_len = eol ? eol - chunk->text + 1 : 0;
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shader->strings[num] = nva ("%.*s#line %d\n%s", vline_len,
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chunk->text,
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chunk->start_line + 1,
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chunk->text + vline_len);
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} else {
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shader->strings[num] = nva ("#line %d\n%s", chunk->start_line,
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chunk->text);
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}
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shader->src[num] = strdup (ekey->str);
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}
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dstring_delete (ekey);
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return shader;
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error:
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// there is guaranteed to be a null in the array if an error occurs.
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for (key = shader->strings; *key; key++) {
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free ((char *) *key);
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free ((char *) shader->src[key - shader->strings]);
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}
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free (shader->strings);
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free (shader);
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dstring_delete (ekey);
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return 0;
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}
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void
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GLSL_FreeShader (shader_t *shader)
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{
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int i;
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for (i = 0; i < shader->num_strings; i++) {
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free ((char *) shader->strings[i]);
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free ((char *) shader->src[i]);
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}
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free (shader->strings);
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free (shader);
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}
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