551 lines
15 KiB
C++
551 lines
15 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "ProgramShaderCache.h"
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#include "MathUtil.h"
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#include "StreamBuffer.h"
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#include "Debugger.h"
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#include "Statistics.h"
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#include "ImageWrite.h"
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#include "Render.h"
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namespace OGL
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{
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static const u32 UBO_LENGTH = 32*1024*1024;
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GLintptr ProgramShaderCache::s_vs_data_size;
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GLintptr ProgramShaderCache::s_ps_data_size;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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u8 *ProgramShaderCache::s_ubo_buffer;
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u32 ProgramShaderCache::s_ubo_buffer_size;
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bool ProgramShaderCache::s_ubo_dirty;
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static StreamBuffer *s_buffer;
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LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
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static GLuint CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
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SHADERUID ProgramShaderCache::last_uid;
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static char s_glsl_header[1024] = "";
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const char *UniformNames[NUM_UNIFORMS] =
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{
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// PIXEL SHADER UNIFORMS
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I_COLORS,
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I_KCOLORS,
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I_ALPHA,
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I_TEXDIMS,
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I_ZBIAS ,
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I_INDTEXSCALE ,
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I_INDTEXMTX,
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I_FOG,
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I_PLIGHTS,
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I_PMATERIALS,
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// VERTEX SHADER UNIFORMS
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I_POSNORMALMATRIX,
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I_PROJECTION ,
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I_MATERIALS,
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I_LIGHTS,
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I_TEXMATRICES,
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I_TRANSFORMMATRICES ,
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I_NORMALMATRICES ,
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I_POSTTRANSFORMMATRICES,
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I_DEPTHPARAMS,
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};
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void SHADER::SetProgramVariables()
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{
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// glsl shader must be bind to set samplers
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Bind();
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// Bind UBO
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
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if(PSBlock_id != -1)
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glUniformBlockBinding(glprogid, PSBlock_id, 1);
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if(VSBlock_id != -1)
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glUniformBlockBinding(glprogid, VSBlock_id, 2);
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}
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// We cache our uniform locations for now
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// Once we move up to a newer version of GLSL, ~1.30
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// We can remove this
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// (Sonicadvance): For some reason this fails on my hardware
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//glGetUniformIndices(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations);
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// Got to do it this crappy way.
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UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for (int a = 1; a < NUM_UNIFORMS; ++a)
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UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
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// Bind Texture Sampler
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for (int a = 0; a <= 9; ++a)
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{
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char name[8];
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snprintf(name, 8, "samp%d", a);
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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int loc = glGetUniformLocation(glprogid, name);
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if (loc != -1)
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glUniform1i(loc, a);
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}
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}
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void SHADER::SetProgramBindings()
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{
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if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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{
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// So we do support extended blending
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// So we need to set a few more things here.
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// Bind our out locations
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glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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}
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else if(g_ogl_config.eSupportedGLSLVersion > GLSL_120)
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{
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glBindFragDataLocation(glprogid, 0, "ocol0");
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}
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else
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{
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// ogl2 shaders don't need to bind output colors.
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// gl_FragColor already point to color channel
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}
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// Need to set some attribute locations
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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for(int i=0; i<8; i++) {
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char attrib_name[8];
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snprintf(attrib_name, 8, "tex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
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}
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}
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void SHADER::Bind()
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{
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if(CurrentProgram != glprogid)
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{
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glUseProgram(glprogid);
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CurrentProgram = glprogid;
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}
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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s_ubo_dirty = true;
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memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
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}
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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s_ubo_dirty = true;
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memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
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}
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void ProgramShaderCache::UploadConstants()
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{
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if(s_ubo_dirty) {
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s_buffer->Alloc(s_ubo_buffer_size);
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size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_ps_data_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_vs_data_size);
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s_ubo_dirty = false;
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}
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void)
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{
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return CurrentProgram;
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}
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SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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SHADERUID uid;
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GetShaderId(&uid, dstAlphaMode, components);
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// Check if the shader is already set
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidateShaderIDs(last_entry, dstAlphaMode, components);
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last_entry->shader.Bind();
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return &last_entry->shader;
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}
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}
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last_uid = uid;
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// Check if shader is already in cache
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PCache::iterator iter = pshaders.find(uid);
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if (iter != pshaders.end())
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{
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PCacheEntry *entry = &iter->second;
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last_entry = entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidateShaderIDs(entry, dstAlphaMode, components);
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last_entry->shader.Bind();
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return &last_entry->shader;
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}
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// Make an entry in the table
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PCacheEntry& newentry = pshaders[uid];
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last_entry = &newentry;
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newentry.in_cache = 0;
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const char *vcode = GenerateVertexShaderCode(components, API_OPENGL);
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const char *pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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GetSafeShaderId(&newentry.safe_uid, dstAlphaMode, components);
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newentry.shader.strvprog = vcode;
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newentry.shader.strpprog = pcode;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, vcode);
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, pcode);
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}
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#endif
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if (!CompileShader(newentry.shader, vcode, pcode)) {
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return NULL;
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}
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, pshaders.size());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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last_entry->shader.Bind();
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return &last_entry->shader;
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}
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bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
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{
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GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
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GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
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if(!vsid || !psid)
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{
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glDeleteShader(vsid);
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glDeleteShader(psid);
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return false;
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}
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GLuint pid = shader.glprogid = glCreateProgram();;
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glAttachShader(pid, vsid);
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glAttachShader(pid, psid);
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if (g_ogl_config.bSupportsGLSLCache)
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glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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shader.SetProgramBindings();
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glLinkProgram(pid);
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// original shaders aren't needed any more
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glDeleteShader(vsid);
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glDeleteShader(psid);
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GLint linkStatus;
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glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
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GLsizei length = 0;
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glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
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if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
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ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sp_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), pid);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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file << infoLog << s_glsl_header << vcode << s_glsl_header << pcode;
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file.close();
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delete [] infoLog;
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}
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if (linkStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Program linking failed; see info log");
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// Don't try to use this shader
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glDeleteProgram(pid);
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return false;
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}
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shader.SetProgramVariables();
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return true;
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}
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GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
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{
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GLuint result = glCreateShader(type);
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const char *src[] = {s_glsl_header, code};
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glShaderSource(result, 2, src, NULL);
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glCompileShader(result);
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
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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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ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sps_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), result);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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file << infoLog << s_glsl_header << code;
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file.close();
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delete[] infoLog;
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}
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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 0;
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}
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(void)GL_REPORT_ERROR();
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return result;
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}
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void ProgramShaderCache::GetShaderId ( SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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GetPixelShaderId(&uid->puid, dstAlphaMode, components);
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GetVertexShaderId(&uid->vuid, components);
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}
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void ProgramShaderCache::GetSafeShaderId ( SHADERUIDSAFE* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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GetSafePixelShaderId(&uid->puid, dstAlphaMode, components);
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GetSafeVertexShaderId(&uid->vuid, components);
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}
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void ProgramShaderCache::ValidateShaderIDs ( PCacheEntry *entry, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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ValidateVertexShaderIDs(API_OPENGL, entry->safe_uid.vuid, entry->shader.strvprog, components);
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ValidatePixelShaderIDs(API_OPENGL, entry->safe_uid.puid, entry->shader.strpprog, dstAlphaMode, components);
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}
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ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
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{
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return *last_entry;
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}
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void ProgramShaderCache::Init(void)
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{
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// We have to get the UBO alignment here because
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// if we generate a buffer that isn't aligned
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// then the UBO will fail.
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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GLint Align;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
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s_ps_data_size = C_PENVCONST_END * sizeof(float) * 4;
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s_vs_data_size = C_VENVCONST_END * sizeof(float) * 4;
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s_vs_data_offset = ROUND_UP(s_ps_data_size, Align);
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s_ubo_buffer_size = ROUND_UP(s_ps_data_size, Align) + ROUND_UP(s_vs_data_size, Align);
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// We multiply by *4*4 because we need to get down to basic machine units.
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// So multiply by four to get how many floats we have from vec4s
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// Then once more to get bytes
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s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH);
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s_ubo_buffer = new u8[s_ubo_buffer_size];
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memset(s_ubo_buffer, 0, s_ubo_buffer_size);
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s_ubo_dirty = true;
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}
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// Read our shader cache, only if supported
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if (g_ogl_config.bSupportsGLSLCache)
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{
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GLint Supported;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
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if(!Supported)
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{
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ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So disable shader cache.");
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g_ogl_config.bSupportsGLSLCache = false;
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}
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else
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{
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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ProgramShaderCacheInserter inserter;
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g_program_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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SETSTAT(stats.numPixelShadersAlive, pshaders.size());
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}
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CreateHeader();
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CurrentProgram = 0;
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last_entry = NULL;
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}
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void ProgramShaderCache::Shutdown(void)
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{
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// store all shaders in cache on disk
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if (g_ogl_config.bSupportsGLSLCache)
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{
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PCache::iterator iter = pshaders.begin();
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for (; iter != pshaders.end(); ++iter)
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{
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if(iter->second.in_cache) continue;
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GLint binary_size;
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glGetProgramiv(iter->second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
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if(!binary_size) continue;
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u8 *data = new u8[binary_size+sizeof(GLenum)];
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u8 *binary = data + sizeof(GLenum);
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GLenum *prog_format = (GLenum*)data;
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glGetProgramBinary(iter->second.shader.glprogid, binary_size, NULL, prog_format, binary);
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g_program_disk_cache.Append(iter->first, data, binary_size+sizeof(GLenum));
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delete [] data;
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}
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g_program_disk_cache.Sync();
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g_program_disk_cache.Close();
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}
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glUseProgram(0);
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PCache::iterator iter = pshaders.begin();
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for (; iter != pshaders.end(); ++iter)
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iter->second.Destroy();
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pshaders.clear();
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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delete s_buffer;
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s_buffer = 0;
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delete [] s_ubo_buffer;
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s_ubo_buffer = 0;
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}
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}
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void ProgramShaderCache::CreateHeader ( void )
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{
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GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
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snprintf(s_glsl_header, sizeof(s_glsl_header),
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"#version %s\n"
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"%s\n" // tex_rect
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"%s\n" // ubo
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"\n"// A few required defines and ones that will make our lives a lot easier
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"#define ATTRIN %s\n"
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"#define ATTROUT %s\n"
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"#define VARYIN %s\n"
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"#define VARYOUT %s\n"
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// Silly differences
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"#define float2 vec2\n"
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"#define float3 vec3\n"
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"#define float4 vec4\n"
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|
|
|
// hlsl to glsl function translation
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|
"#define frac(x) fract(x)\n"
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|
"#define saturate(x) clamp(x, 0.0f, 1.0f)\n"
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"#define lerp(x, y, z) mix(x, y, z)\n"
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|
|
|
// glsl 120 hack
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|
"%s\n"
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"%s\n"
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|
"%s\n"
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"%s\n"
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|
"%s\n"
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|
"#define COLOROUT(name) %s\n"
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|
|
|
, v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
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, v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
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|
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v!=GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
|
|
, v==GLSL_120 ? "attribute" : "in"
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|
, v==GLSL_120 ? "attribute" : "out"
|
|
, v==GLSL_120 ? "varying" : "centroid in"
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|
, v==GLSL_120 ? "varying" : "centroid out"
|
|
, v==GLSL_120 ? "#define texture texture2D" : ""
|
|
, v==GLSL_120 ? "#define round(x) floor((x)+0.5f)" : ""
|
|
, v==GLSL_120 ? "#define out " : ""
|
|
, v==GLSL_120 ? "#define ocol0 gl_FragColor" : ""
|
|
, v==GLSL_120 ? "#define ocol1 gl_FragColor" : "" //TODO: implemenet dual source blend
|
|
, v==GLSL_120 ? "" : "out vec4 name;"
|
|
);
|
|
}
|
|
|
|
|
|
void ProgramShaderCache::ProgramShaderCacheInserter::Read ( const SHADERUID& key, const u8* value, u32 value_size )
|
|
{
|
|
const u8 *binary = value+sizeof(GLenum);
|
|
GLenum *prog_format = (GLenum*)value;
|
|
GLint binary_size = value_size-sizeof(GLenum);
|
|
|
|
PCacheEntry entry;
|
|
entry.in_cache = 1;
|
|
entry.shader.glprogid = glCreateProgram();
|
|
glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size);
|
|
|
|
GLint success;
|
|
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
|
|
|
|
if (success)
|
|
{
|
|
pshaders[key] = entry;
|
|
entry.shader.SetProgramVariables();
|
|
}
|
|
else
|
|
glDeleteProgram(entry.shader.glprogid);
|
|
}
|
|
|
|
|
|
} // namespace OGL
|