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@@ -38,20 +38,42 @@ class ShaderData |
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private: |
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private: |
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GLuint prog_id, vert_id, frag_id; |
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GLuint prog_id, vert_id, frag_id; |
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uint32_t vert_crc, frag_crc; |
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/* Global shader cache */ |
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static Shader *shaders[]; |
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static int nshaders; |
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}; |
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}; |
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Shader *ShaderData::shaders[256]; |
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int ShaderData::nshaders = 0; |
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/* |
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/* |
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* Public Shader class |
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* Public Shader class |
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*/ |
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*/ |
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Shader *Shader::Create(char const *vert, char const *frag) |
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Shader *Shader::Create(char const *vert, char const *frag) |
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{ |
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{ |
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return new Shader(vert, frag); |
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uint32_t new_vert_crc = Hash::Crc32(vert); |
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uint32_t new_frag_crc = Hash::Crc32(frag); |
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for (int n = 0; n < ShaderData::nshaders; n++) |
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{ |
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if (ShaderData::shaders[n]->data->vert_crc == new_vert_crc |
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&& ShaderData::shaders[n]->data->frag_crc == new_frag_crc) |
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return ShaderData::shaders[n]; |
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} |
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Shader *ret = new Shader(vert, frag); |
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ShaderData::shaders[ShaderData::nshaders] = ret; |
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ShaderData::nshaders++; |
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return ret; |
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} |
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} |
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void Shader::Destroy(Shader *shader) |
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void Shader::Destroy(Shader *shader) |
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{ |
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{ |
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delete shader; |
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/* XXX: do nothing! the shader should remain in cache */ |
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(void)shader; |
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} |
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} |
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Shader::Shader(char const *vert, char const *frag) |
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Shader::Shader(char const *vert, char const *frag) |
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@@ -60,6 +82,7 @@ Shader::Shader(char const *vert, char const *frag) |
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char buf[4096]; |
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char buf[4096]; |
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GLsizei len; |
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GLsizei len; |
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data->vert_crc = Hash::Crc32(vert); |
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data->vert_id = glCreateShader(GL_VERTEX_SHADER); |
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data->vert_id = glCreateShader(GL_VERTEX_SHADER); |
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glShaderSource(data->vert_id, 1, &vert, NULL); |
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glShaderSource(data->vert_id, 1, &vert, NULL); |
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glCompileShader(data->vert_id); |
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glCompileShader(data->vert_id); |
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@@ -68,6 +91,7 @@ Shader::Shader(char const *vert, char const *frag) |
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if (len > 0) |
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if (len > 0) |
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fprintf(stderr, "ERROR: failed to compile vertex shader: %s", buf); |
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fprintf(stderr, "ERROR: failed to compile vertex shader: %s", buf); |
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data->frag_crc = Hash::Crc32(frag); |
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data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); |
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data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); |
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glShaderSource(data->frag_id, 1, &frag, NULL); |
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glShaderSource(data->frag_id, 1, &frag, NULL); |
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glCompileShader(data->frag_id); |
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glCompileShader(data->frag_id); |
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