Compile
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@ -296,7 +296,36 @@ void PixelShaderCache::SetCurrentShader(GLuint Shader)
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// GLSL Specific
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// GLSL Specific
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bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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{
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{
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return false;
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GLuint result = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(result, 1, &pstrprogram, NULL);
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glCompileShader(result);
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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WARN_LOG(VIDEO, "Shader info log:\n%s", infoLog);
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delete[] infoLog;
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}
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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// Don't try to use this shader
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glDeleteShader(result);
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return false;
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}
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(void)GL_REPORT_ERROR();
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ps.glprogid = result;
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return true;
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}
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}
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void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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{
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{
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@ -180,7 +180,36 @@ void VertexShaderCache::SetCurrentShader(GLuint Shader)
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// GLSL Specific
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// GLSL Specific
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bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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{
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return false;
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GLuint result = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(result, 1, &pstrprogram, NULL);
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glCompileShader(result);
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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WARN_LOG(VIDEO, "Shader info log:\n%s", infoLog);
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delete[] infoLog;
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}
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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// Don't try to use this shader
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glDeleteShader(result);
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return false;
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}
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(void)GL_REPORT_ERROR();
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vs.glprogid = result;
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return true;
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}
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}
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void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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{
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