2012-04-03 23:30:07 -04:00
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/*
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* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef __RENDERER_GL_H__
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#define __RENDERER_GL_H__
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2012-04-15 23:03:41 -04:00
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#if BX_PLATFORM_NACL
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# include <GLES2/gl2.h>
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# include <ppapi/gles2/gl2ext_ppapi.h>
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# include <ppapi/c/pp_completion_callback.h>
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# include <ppapi/c/ppb_instance.h>
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# include <ppapi/c/ppb_graphics_3d.h>
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#elif BX_PLATFORM_ANDROID
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2012-04-03 23:30:07 -04:00
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# include <GLES2/gl2.h>
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#elif BX_PLATFORM_WINDOWS
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# include <windows.h>
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# define GLEW_STATIC
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# include <GL/glew.h>
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#elif BX_PLATFORM_LINUX
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# include <GL3/gl3.h>
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#endif // BX_PLATFORM_
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#ifndef GL_BGRA_EXT
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# define GL_BGRA_EXT 0x80E1
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#endif // GL_BGRA_EXT
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#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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# define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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#endif // GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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#endif // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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#endif // GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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#endif // GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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#ifndef GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
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# define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B
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#endif // GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
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namespace bgfx
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{
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# define _GL_CHECK(_call) \
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do { \
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/*BX_TRACE(#_call);*/ \
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_call; \
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GLenum err = glGetError(); \
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BX_CHECK(0 == err, #_call "; glError 0x%x %d", err, err); \
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} while (0)
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#if BGFX_DEBUG
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# define GL_CHECK(_call) _call // _GL_CHECK(_call)
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#else
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# define GL_CHECK(_call) _call
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#endif // BGFX_DEBUG
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struct ConstantBuffer;
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struct IndexBuffer
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{
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void create(uint32_t _size, void* _data)
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{
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m_size = _size;
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GL_CHECK(glGenBuffers(1, &m_id) );
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BX_CHECK(0 != m_id, "Failed to generate buffer id.");
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER
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, _size
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, _data
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, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
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) );
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
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}
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void update(uint32_t _size, void* _data)
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{
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER
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, 0
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, _size
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, _data
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) );
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
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}
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void destroy()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &m_id);
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}
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GLuint m_id;
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uint32_t m_size;
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};
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struct VertexBuffer
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{
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void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
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{
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m_size = _size;
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m_decl = _declHandle;
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GL_CHECK(glGenBuffers(1, &m_id) );
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BX_CHECK(0 != m_id, "Failed to generate buffer id.");
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferData(GL_ARRAY_BUFFER
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, _size
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, _data
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, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
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) );
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
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}
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void update(uint32_t _size, void* _data)
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{
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferSubData(GL_ARRAY_BUFFER
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, 0
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, _size
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, _data
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) );
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
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}
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void destroy()
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{
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
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GL_CHECK(glDeleteBuffers(1, &m_id) );
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}
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GLuint m_id;
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uint32_t m_size;
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VertexDeclHandle m_decl;
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};
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struct Texture
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{
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Texture()
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: m_id(0)
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, m_target(GL_TEXTURE_2D)
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{
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}
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void create(const Memory* _mem, uint32_t _flags);
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void createColor(uint32_t _width, uint32_t _height);
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void createDepth(uint32_t _width, uint32_t _height);
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void destroy();
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GLuint m_id;
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GLenum m_target;
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};
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struct Shader
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{
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void create(GLenum _type, const uint8_t* _code)
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{
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m_id = glCreateShader(_type);
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m_type = _type;
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if (0 != m_id)
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{
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GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&_code, NULL) );
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GL_CHECK(glCompileShader(m_id) );
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GLint compiled = 0;
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GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
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if (0 == compiled)
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{
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char log[1024];
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GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), NULL, log) );
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BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
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BX_TRACE("\n####\n%s\n####", _code);
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GL_CHECK(glDeleteShader(m_id) );
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}
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}
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}
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void destroy()
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{
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GL_CHECK(glDeleteShader(m_id) );
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}
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GLuint m_id;
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GLenum m_type;
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};
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struct RenderTarget
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{
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void create(uint16_t _width, uint16_t _height, uint32_t _flags);
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void destroy();
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GLsizei m_width;
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GLsizei m_height;
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Texture m_color;
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Texture m_depth;
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GLuint m_fbo;
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GLuint m_rbo;
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};
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struct Material
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{
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void create(const Shader& _vsh, const Shader& _fsh)
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{
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m_id = glCreateProgram();
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BX_TRACE("material create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
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GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
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GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
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GL_CHECK(glLinkProgram(m_id) );
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GLint linked = 0;
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GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
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if (0 == linked)
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{
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char log[1024];
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GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
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BX_TRACE("%d: %s", linked, log);
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GL_CHECK(glDeleteProgram(m_id) );
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return;
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}
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init();
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}
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void destroy()
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{
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GL_CHECK(glUseProgram(0) );
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GL_CHECK(glDeleteProgram(m_id) );
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}
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void init();
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void bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex = 0);
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GLuint m_id;
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uint8_t m_used[Attrib::Count+1]; // dense
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uint16_t m_attributes[Attrib::Count]; // sparse
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uint32_t m_enabled;
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GLuint m_sampler[BGFX_CONFIG_MAX_TEXTURES];
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uint8_t m_numSamplers;
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ConstantBuffer* m_constantBuffer;
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PredefinedUniform m_predefined[PredefinedUniform::Count];
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uint8_t m_numPredefined;
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};
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} // namespace bgfx
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#endif // __RENDERER_GL_H__
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