Shader first pass
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197
src/duskgl/display/shader/shadergl.c
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197
src/duskgl/display/shader/shadergl.c
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "shadergl.h"
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#include "util/memory.h"
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#include "assert/assertgl.h"
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errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
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assertNotNull(shader, "Shader cannot be null");
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assertNotNull(def, "Shader definition cannot be null");
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memoryZero(shader, sizeof(shadergl_t));
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// Create vertex shader
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shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
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errorret_t err = errorGLCheck();
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errorChain(err);
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glShaderSource(shader->vertexShaderId, 1, &def->vert, NULL);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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errorChain(err);
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}
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glCompileShader(shader->vertexShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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errorChain(err);
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}
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GLint ok = 0;
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glGetShaderiv(shader->vertexShaderId, GL_COMPILE_STATUS, &ok);
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if(!ok) {
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GLchar log[1024];
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glGetShaderInfoLog(shader->vertexShaderId, sizeof(log), NULL, log);
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glDeleteShader(shader->vertexShaderId);
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errorThrow("Vertex shader compilation failed: %s", log);
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}
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// Create fragment shader
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shader->fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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errorChain(err);
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}
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glShaderSource(shader->fragmentShaderId, 1, &def->frag, NULL);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glCompileShader(shader->fragmentShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glGetShaderiv(shader->fragmentShaderId, GL_COMPILE_STATUS, &ok);
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if(!ok) {
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GLchar log[1024];
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glGetShaderInfoLog(shader->fragmentShaderId, sizeof(log), NULL, log);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorThrow("Fragment shader compilation failed: %s", log);
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}
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// Create shader program
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shader->shaderProgramId = glCreateProgram();
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glAttachShader(shader->shaderProgramId, shader->vertexShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glAttachShader(shader->shaderProgramId, shader->fragmentShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glLinkProgram(shader->shaderProgramId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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ok = 0;
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glGetProgramiv(shader->shaderProgramId, GL_LINK_STATUS, &ok);
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if(!ok) {
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GLchar log[1024];
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glGetProgramInfoLog(shader->shaderProgramId, sizeof(log), NULL, log);
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorThrow("Shader program linking failed: %s", log);
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}
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errorOk();
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}
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errorret_t shaderParamGetLocationGL(
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shadergl_t *shader,
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const char_t *name,
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GLint *location
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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assertNotNull(location, "Location cannot be null");
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shadergl_t *shaderGL = (shadergl_t *)shader;
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*location = glGetUniformLocation(shaderGL->shaderProgramId, name);
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errorret_t err = errorGLCheck();
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if(err.code != ERROR_OK) {
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errorChain(err);
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}
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errorOk();
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}
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errorret_t shaderSetMatrixGL(
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shadergl_t *shader,
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const char_t *name,
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const mat4 mat
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertNotNull(mat, "Matrix data cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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GLint location;
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errorChain(shaderParamGetLocationGL(shader, name, &location));
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glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
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errorChain(errorGLCheck());
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errorOk();
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}
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errorret_t shaderBindGL(shadergl_t *shader) {
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assertNotNull(shader, "Shader cannot be null");
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glUseProgram(shader->shaderProgramId);
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errorChain(errorGLCheck());
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errorOk();
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}
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errorret_t shaderDisposeGL(shadergl_t *shader) {
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assertNotNull(shader, "Shader cannot be null");
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if(shader->shaderProgramId != 0) {
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glDeleteProgram(shader->shaderProgramId);
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errorChain(errorGLCheck());
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}
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if(shader->vertexShaderId != 0) {
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glDeleteShader(shader->vertexShaderId);
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errorChain(errorGLCheck());
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}
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if(shader->fragmentShaderId != 0) {
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glDeleteShader(shader->fragmentShaderId);
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errorChain(errorGLCheck());
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}
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assertNoGLError("Failed disposing shader");
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memoryZero(shader, sizeof(shadergl_t));
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errorOk();
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}
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