]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
some cleanup of shader permutation handling
[xonotic/darkplaces.git] / gl_backend.c
index 7a15dc6cfcf88adc4b011b98e219ea717cea50f9..3fcd972b59a496581e85141891dbd677813e593c 100644 (file)
@@ -730,108 +730,73 @@ void R_Mesh_Start(void)
        GL_Backend_ResetState();
 }
 
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
 {
-       GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
-       GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+       int shaderobject;
+       int shadercompiled;
        char compilelog[MAX_INPUTLINE];
+       shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+       if (!shaderobject)
+               return false;
+       qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+       qglCompileShaderARB(shaderobject);CHECKGLERROR
+       qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
+       qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+       if (compilelog[0])
+               Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
+       if (!shadercompiled)
+       {
+               qglDeleteObjectARB(shaderobject);CHECKGLERROR
+               return false;
+       }
+       qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+       qglDeleteObjectARB(shaderobject);CHECKGLERROR
+       return true;
+}
+
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+       GLint programlinked;
+       GLuint programobject = 0;
+       char linklog[MAX_INPUTLINE];
        CHECKGLERROR
 
        programobject = qglCreateProgramObjectARB();CHECKGLERROR
        if (!programobject)
                return 0;
 
-       if (developer.integer >= 100)
-       {
-               int i;
-               Con_Printf("Compiling shader:\n");
-               if (vertexstrings_count)
-               {
-                       Con_Printf("------ VERTEX SHADER ------\n");
-                       for (i = 0;i < vertexstrings_count;i++)
-                               Con_Print(vertexstrings_list[i]);
-                       Con_Print("\n");
-               }
-               if (fragmentstrings_count)
-               {
-                       Con_Printf("------ FRAGMENT SHADER ------\n");
-                       for (i = 0;i < fragmentstrings_count;i++)
-                               Con_Print(fragmentstrings_list[i]);
-                       Con_Print("\n");
-               }
-       }
+       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+               goto cleanup;
 
-       if (vertexstrings_count)
-       {
-               vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
-               if (!vertexshaderobject)
-               {
-                       qglDeleteObjectARB(programobject);
-                       CHECKGLERROR
-                       return 0;
-               }
-               qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
-               qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
-               qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
-               qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-               if (compilelog[0])
-                       Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
-               if (!vertexshadercompiled)
-               {
-                       qglDeleteObjectARB(programobject);CHECKGLERROR
-                       qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
-                       return 0;
-               }
-               qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
-               qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
-       }
+#ifdef GL_GEOMETRY_SHADER_ARB
+       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+               goto cleanup;
+#endif
 
-       if (fragmentstrings_count)
-       {
-               fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
-               if (!fragmentshaderobject)
-               {
-                       qglDeleteObjectARB(programobject);CHECKGLERROR
-                       return 0;
-               }
-               qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
-               qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
-               qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
-               qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-               if (compilelog[0])
-                       Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
-               if (!fragmentshadercompiled)
-               {
-                       qglDeleteObjectARB(programobject);CHECKGLERROR
-                       qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
-                       return 0;
-               }
-               qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
-               qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
-       }
+       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+               goto cleanup;
 
        qglLinkProgramARB(programobject);CHECKGLERROR
        qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
-       qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-       if (compilelog[0])
+       qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+       if (linklog[0])
        {
-               Con_DPrintf("program link log:\n%s\n", compilelog);
+               Con_DPrintf("program link log:\n%s\n", linklog);
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
                // NOTE: this string might be ATI specific, but that's ok because the
                // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
                // software fragment shader due to low instruction and dependent
                // texture limits.
-               if (strstr(compilelog, "fragment shader will run in software"))
+               if (strstr(linklog, "fragment shader will run in software"))
                        programlinked = false;
        }
        if (!programlinked)
-       {
-               qglDeleteObjectARB(programobject);CHECKGLERROR
-               return 0;
-       }
-       CHECKGLERROR
+               goto cleanup;
        return programobject;
+cleanup:
+       qglDeleteObjectARB(programobject);CHECKGLERROR
+       return 0;
 }
 
 void GL_Backend_FreeProgram(unsigned int prog)