debug shader
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+23
-1
@@ -141,6 +141,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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char *tex_prefix;
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char *sub_prefix;
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char *seed_prefix;
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char *state_prefix;
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program->programs[i] = glCreateProgram();
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@@ -173,6 +174,18 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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glGetUniformLocation(program->programs[i], name);
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}
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state_prefix =
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config_file_get_str(shader_config, "UNIFORM_STATE_PREFIX", "state");
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for (j = 0; j < program->frag_count; j++) {
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for (k = 0; k < program->sub_type_count; k++) {
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sprintf(name, "%s%d_%d", state_prefix, j + 1, k + 1);
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program
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->istate_locations[i * program->frag_count * program->sub_type_count +
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j * program->sub_type_count + k] =
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glGetUniformLocation(program->programs[i], name);
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}
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}
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for (j = 0; j < program->sub_type_count; j++) {
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sprintf(name, "SUB_%d_PREFIX", j + 1);
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sub_prefix = config_file_get_str(shader_config, name, 0);
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@@ -217,6 +230,8 @@ static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
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program->idemo_locations = malloc(program->frag_count * sizeof(GLuint));
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program->iseed_locations =
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malloc(program->frag_count * program->frag_count * sizeof(GLuint));
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program->istate_locations = malloc(program->frag_count * program->frag_count *
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program->sub_type_count * sizeof(GLuint));
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program->vpos_locations = malloc(program->frag_count * sizeof(GLuint));
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program->textures_locations =
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malloc(program->frag_count * program->tex_count * sizeof(GLuint));
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@@ -335,12 +350,19 @@ static void use_program(ShaderProgram program, int i, bool output,
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(const GLint)context.seeds[j]);
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}
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// set subroutines for fragment
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// set subroutines for fragment and update state uniforms
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for (j = 0; j < program.sub_type_count; j++) {
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k = context.sub_state[i * program.sub_type_count + j];
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subroutines[j] = program.sub_locations[i * program.sub_type_count *
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program.sub_variant_count +
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j * program.sub_variant_count + k];
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for (k = 0; k < program.frag_count; k++) {
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glUniform1i(
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program.istate_locations[i * program.frag_count *
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program.sub_type_count +
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k * program.sub_type_count + j],
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(const GLint)context.sub_state[k * program.sub_type_count + j]);
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}
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}
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
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@@ -60,6 +60,7 @@ typedef struct ShaderProgram {
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GLuint *ires_locations;
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GLuint *idemo_locations;
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GLuint *iseed_locations;
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GLuint *istate_locations;
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GLuint *vpos_locations;
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