Fix T31546 fragment program gets created every frame

That was really crappy indeed. Now we have a separate API
for low level OpenGL programs, plus a nice interface for GPU, also
removes some GL calls from main code as a plus :)

The source for the programs is also moved to nice external .glsl files
(not sure which extension convention GPU assemply uses)
This commit is contained in:
2015-04-09 20:20:33 +02:00
parent 7ea4163e1e
commit 866532360c
8 changed files with 215 additions and 95 deletions

View File

@@ -52,6 +52,9 @@ typedef struct GPUOffScreen GPUOffScreen;
struct GPUShader;
typedef struct GPUShader GPUShader;
struct GPUProgram;
typedef struct GPUProgram GPUProgram;
/* GPU extensions support */
void GPU_extensions_disable(void);
@@ -181,6 +184,18 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
int GPU_offscreen_width(const GPUOffScreen *ofs);
int GPU_offscreen_height(const GPUOffScreen *ofs);
/* Builtin/Non-generated shaders */
typedef enum GPUProgramType {
GPU_PROGRAM_TYPE_FRAGMENT = 0
} GPUProgramType;
GPUProgram *GPU_program_shader_create(GPUProgramType type, const char *code);
void GPU_program_free(GPUProgram *program);
void GPU_program_parameter_4f(GPUProgram *program, unsigned int location, float x, float y, float z, float w);
void GPU_program_bind(GPUProgram *);
void GPU_program_unbind(GPUProgram *);
/* GPU Shader
* - only for fragment shaders now
* - must call texture bind before setting a texture as uniform! */
@@ -205,11 +220,17 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name);
/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
GPU_SHADER_VSM_STORE = (1<<0),
GPU_SHADER_SEP_GAUSSIAN_BLUR = (1<<1),
GPU_SHADER_VSM_STORE = 0,
GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
} GPUBuiltinShader;
typedef enum GPUBuiltinProgram {
GPU_PROGRAM_SMOKE = 0,
GPU_PROGRAM_SMOKE_COLORED = 1,
} GPUBuiltinProgram;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
GPUProgram *GPU_shader_get_builtin_program(GPUBuiltinProgram program);
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
void GPU_shader_free_builtin_shaders(void);