Kaydet (Commit) 6312695a authored tarafından Tor Lillqvist's avatar Tor Lillqvist

The "unx" and "win" OGLTrans_Shaders.cxx files were effectively identical

Just some OSL_TRACE/SAL_INFO changes in the "unx" one. And it isn't
like the "win" one would actually compile for Windows as is anyway, as
it unconditionally uses glX stuff. So certainly it is better to have
just one copy, and if we want to make the OpenGL transitions build on
Windows then add ifdefs for Windows to it.

Change-Id: If6887e24a0fc03c7e0e77f003d08feb51c264f30
üst dcd974c3
......@@ -86,7 +86,7 @@ $(eval $(call gb_Library_use_system_win32_libs,OGLTrans,\
))
$(eval $(call gb_Library_add_exception_objects,OGLTrans,\
slideshow/source/engine/OGLTrans/win/OGLTrans_Shaders \
slideshow/source/engine/OGLTrans/unx/OGLTrans_Shaders \
slideshow/source/engine/OGLTrans/win/OGLTrans_TransitionerImpl \
slideshow/source/engine/OGLTrans/win/OGLTrans_TransitionImpl \
))
......
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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#include <osl/diagnose.hxx>
#include "OGLTrans_Shaders.hxx"
namespace unx
{
#include <GL/glx.h>
#include <GL/glxext.h>
}
bool OGLShaders::cbInitialized = false;
#ifdef GL_VERSION_2_0
PFNGLCREATESHADERPROC OGLShaders::glCreateShader = NULL;
PFNGLSHADERSOURCEPROC OGLShaders::glShaderSource = NULL;
PFNGLCOMPILESHADERPROC OGLShaders::glCompileShader = NULL;
PFNGLGETSHADERIVPROC OGLShaders::glGetShaderiv = NULL;
PFNGLGETSHADERINFOLOGPROC OGLShaders::glGetShaderInfoLog = NULL;
PFNGLDELETESHADERPROC OGLShaders::glDeleteShader = NULL;
PFNGLCREATEPROGRAMPROC OGLShaders::glCreateProgram = NULL;
PFNGLATTACHSHADERPROC OGLShaders::glAttachShader = NULL;
PFNGLLINKPROGRAMPROC OGLShaders::glLinkProgram = NULL;
PFNGLGETPROGRAMIVPROC OGLShaders::glGetProgramiv = NULL;
PFNGLGETPROGRAMINFOLOGPROC OGLShaders::glGetProgramInfoLog = NULL;
PFNGLUSEPROGRAMPROC OGLShaders::glUseProgram = NULL;
PFNGLDELETEPROGRAMPROC OGLShaders::glDeleteProgram = NULL;
PFNGLGETUNIFORMLOCATIONPROC OGLShaders::glGetUniformLocation = NULL;
PFNGLUNIFORM1IPROC OGLShaders::glUniform1i = NULL;
PFNGLUNIFORM1FPROC OGLShaders::glUniform1f = NULL;
#endif
bool OGLShaders::Initialize()
{
#ifdef GL_VERSION_2_0
if( !cbInitialized ) {
glCreateShader = (PFNGLCREATESHADERPROC) unx::glXGetProcAddress( (unsigned char *) "glCreateShader" );
glShaderSource = (PFNGLSHADERSOURCEPROC) unx::glXGetProcAddress( (unsigned char *) "glShaderSource" );
glCompileShader = (PFNGLCOMPILESHADERPROC) unx::glXGetProcAddress( (unsigned char *) "glCompileShader" );
glGetShaderiv = (PFNGLGETSHADERIVPROC) unx::glXGetProcAddress( (unsigned char *) "glGetShaderiv" );
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) unx::glXGetProcAddress( (unsigned char *) "glGetShaderInfoLog" );
glDeleteShader = (PFNGLDELETESHADERPROC) unx::glXGetProcAddress( (unsigned char *) "glDeleteShader" );
glCreateProgram = (PFNGLCREATEPROGRAMPROC) unx::glXGetProcAddress( (unsigned char *) "glCreateProgram" );
glAttachShader = (PFNGLATTACHSHADERPROC) unx::glXGetProcAddress( (unsigned char *) "glAttachShader" );
glLinkProgram = (PFNGLLINKPROGRAMPROC) unx::glXGetProcAddress( (unsigned char *) "glLinkProgram" );
glGetProgramiv = (PFNGLGETPROGRAMIVPROC) unx::glXGetProcAddress( (unsigned char *) "glGetProgramiv" );
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) unx::glXGetProcAddress( (unsigned char *) "glGetProgramInfoLog" );
glUseProgram = (PFNGLUSEPROGRAMPROC) unx::glXGetProcAddress( (unsigned char *) "glUseProgram" );
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) unx::glXGetProcAddress( (unsigned char *) "glDeleteProgram" );
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) unx::glXGetProcAddress( (unsigned char *) "glGetUniformLocation" );
glUniform1i = (PFNGLUNIFORM1IPROC) unx::glXGetProcAddress( (unsigned char *) "glUniform1i" );
glUniform1f = (PFNGLUNIFORM1FPROC) unx::glXGetProcAddress( (unsigned char *) "glUniform1f" );
cbInitialized = true;
}
return glCreateShader != NULL;
#else
return false;
#endif
}
GLuint OGLShaders::LinkProgram( const char *vertexShader, const char *fragmentShader )
{
#ifdef GL_VERSION_2_0
if( !Initialize() )
return 0;
GLhandleARB vertexObject, fragmentObject, programObject;
GLint vertexCompiled, fragmentCompiled, programLinked;
char log[1024];
vertexObject = glCreateShader( GL_VERTEX_SHADER );
fragmentObject = glCreateShader( GL_FRAGMENT_SHADER );
OSL_TRACE("checkpoint 1: shaders created (%d) vertex: %d fragment: %d", glGetError() == GL_NO_ERROR, vertexObject, fragmentObject );
glShaderSource( vertexObject, 1, &vertexShader, NULL );
glShaderSource( fragmentObject, 1, &fragmentShader, NULL );
glCompileShader( vertexObject );
glGetShaderInfoLog( vertexObject, sizeof( log ), NULL, log );
OSL_TRACE("vertex compile log: %s", log);
glGetShaderiv( vertexObject, GL_COMPILE_STATUS, &vertexCompiled );
glCompileShader( fragmentObject );
glGetShaderInfoLog( fragmentObject, sizeof( log ), NULL, log );
OSL_TRACE("fragment compile log: %s", log);
glGetShaderiv( fragmentObject, GL_COMPILE_STATUS, &fragmentCompiled );
if( !vertexCompiled || !fragmentCompiled )
return 0;
OSL_TRACE("checkpoint 2: shaders compiled (%d)", glGetError() == GL_NO_ERROR);
programObject = glCreateProgram();
glAttachShader( programObject, vertexObject );
glAttachShader( programObject, fragmentObject );
glLinkProgram( programObject );
glGetProgramInfoLog( programObject, sizeof( log ), NULL, log );
OSL_TRACE("program link log: %s", log);
glGetProgramiv( programObject, GL_LINK_STATUS, &programLinked );
if( !programLinked )
return 0;
OSL_TRACE("checkpoint 3: program linked (%d)", glGetError() == GL_NO_ERROR);
return programObject;
#else
return 0;
#endif
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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