subroutines test
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@@ -17,4 +17,8 @@
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#define TEX_COUNT 8
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#endif
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#ifndef SUB_COUNT
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#define SUB_COUNT 3 // TODO 16
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#endif
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#endif
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+29
-3
@@ -117,12 +117,16 @@ void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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program->error |=
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!compile_shader(program->fragment_shaders[i], fragment_shaders[i].path,
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fragment_shaders[i].content);
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if (program->error) {
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return;
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}
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}
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}
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void init_single_program(ShaderProgram *program, int i, bool output) {
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int j;
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char uniform_name[32];
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char name[32];
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program->programs[i] = glCreateProgram();
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@@ -146,13 +150,28 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
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glGetUniformLocation(program->programs[i], "iFPS");
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program->ires_locations[i] =
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glGetUniformLocation(program->programs[i], "iResolution");
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program->sub_src_locations[i] = glGetSubroutineUniformLocation(
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program->programs[i], GL_FRAGMENT_SHADER, "src_stage");
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program->sub_fx_locations[i] = glGetSubroutineUniformLocation(
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program->programs[i], GL_FRAGMENT_SHADER, "fx_stage");
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for (j = 0; j < SUB_COUNT; j++) {
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sprintf(name, "src_%d", j);
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program->sub_src_indexes[i][j] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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log_debug("%s %d", name, program->sub_src_indexes[i][j]);
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sprintf(name, "fx_%d", j);
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program->sub_fx_indexes[i][j] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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}
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}
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// create frameX uniforms pointer
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for (j = 0; j < TEX_COUNT; j++) {
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sprintf(uniform_name, "frame%d", j);
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sprintf(name, "frame%d", j);
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program->frames_locations[i][j] =
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glGetUniformLocation(program->programs[i], uniform_name);
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glGetUniformLocation(program->programs[i], name);
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}
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// create attribute pointer
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@@ -214,6 +233,7 @@ void update_program(ShaderProgram program, File *fragment_shaders, int i) {
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void apply_program(ShaderProgram program, Context context) {
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int i, j;
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GLuint subroutines[2];
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// viewport changed
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if (context.width != program.last_width ||
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@@ -251,6 +271,12 @@ void apply_program(ShaderProgram program, Context context) {
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(const GLfloat)120.0f); // TODO TMP
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glUniform1i(program.ifps_locations[i], (const GLint)context.fps);
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glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
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// TODO tmp
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subroutines[0] = program.sub_src_indexes[i][i == 0 ? 1 : 2];
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subroutines[1] = program.sub_fx_indexes[i][i == 2 ? 1 : 0];
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 2, subroutines);
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}
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// set GL_TEXTURE(X) to uniform sampler2D frameX
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@@ -44,7 +44,14 @@ typedef struct ShaderProgram {
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GLuint itempo_locations[FRAG_COUNT];
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GLuint ifps_locations[FRAG_COUNT];
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GLuint ires_locations[FRAG_COUNT];
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GLuint frames_locations[FRAG_COUNT + 1][TEX_COUNT];
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GLuint sub_src_locations[FRAG_COUNT];
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GLuint sub_src_indexes[FRAG_COUNT][SUB_COUNT];
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GLuint sub_fx_locations[FRAG_COUNT];
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GLuint sub_fx_indexes[FRAG_COUNT][SUB_COUNT];
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GLuint vpos_locations[FRAG_COUNT + 1];
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GLuint vertex_buffer;
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