1 | // Copyright (C) 2012-2013 Kornel Kisielewicz
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2 | // This file is part of NV Libraries.
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3 | // For conditions of distribution and use, see copyright notice in nv.hh
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4 |
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5 | #include "nv/gl/gl_program.hh"
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6 |
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7 | #include "nv/gl/gl_enum.hh"
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8 | #include "nv/logging.hh"
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9 | #include "nv/lib/gl.hh"
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10 |
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11 | using namespace nv;
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12 |
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13 | gl_shader::gl_shader( uint32 shader_type )
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14 | : object_id(0), shader_type( shader_type )
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15 | {
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16 | // no op
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17 | }
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18 |
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19 | gl_shader::gl_shader( uint32 shader_type, const string& shader_code )
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20 | : object_id(0), shader_type( shader_type )
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21 | {
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22 | compile( shader_code );
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23 | }
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24 |
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25 | gl_shader::~gl_shader()
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26 | {
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27 | free();
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28 | }
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29 |
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30 | bool gl_shader::compile( const string& shader_code )
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31 | {
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32 | generate();
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33 |
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34 | const char* pc = shader_code.c_str();
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35 |
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36 | glShaderSource( object_id, 1, &pc, 0 );
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37 | glCompileShader( object_id );
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38 |
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39 | return validate();
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40 | }
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41 |
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42 | void gl_shader::generate()
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43 | {
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44 | if ( is_valid() )
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45 | {
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46 | free();
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47 | }
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48 | object_id = glCreateShader( shader_type );
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49 | }
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50 |
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51 | void gl_shader::free()
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52 | {
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53 | glDeleteShader( object_id );
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54 | object_id = 0;
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55 | }
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56 |
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57 | bool gl_shader::validate()
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58 | {
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59 | const uint32 buffer_size = 1024;
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60 | char buffer[ buffer_size ] = { 0 };
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61 | int length;
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62 | glGetShaderInfoLog( object_id, buffer_size, &length, buffer );
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63 |
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64 | if ( length > 0 )
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65 | {
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66 | NV_LOG( LOG_INFO, "Shader #" << object_id << " compiled: " << buffer );
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67 | }
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68 | else
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69 | {
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70 | NV_LOG( LOG_INFO, "Shader #" << object_id << " compiled successfully." );
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71 | }
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72 | return true;
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73 | }
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74 |
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75 | gl_program::gl_program( const string& vertex_program, const string& fragment_program )
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76 | : vertex_shader( GL_VERTEX_SHADER ), fragment_shader( GL_FRAGMENT_SHADER )
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77 | {
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78 | compile( vertex_program, fragment_program );
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79 | }
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80 |
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81 | gl_program::~gl_program()
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82 | {
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83 | if ( is_valid() )
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84 | {
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85 | // Detach the shaders from the program
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86 | glDetachShader( m_name.get_value(), vertex_shader.get_id() );
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87 | glDetachShader( m_name.get_value(), fragment_shader.get_id() );
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88 | }
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89 | }
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90 |
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91 | bool gl_program::compile( const string& vertex_program, const string& fragment_program )
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92 | {
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93 | if (!vertex_shader.compile( vertex_program )) { return false; }
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94 | if (!fragment_shader.compile( fragment_program )) { return false; }
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95 |
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96 | glAttachShader( m_name.get_value(), fragment_shader.get_id() );
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97 | glAttachShader( m_name.get_value(), vertex_shader.get_id() );
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98 | glLinkProgram( m_name.get_value() );
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99 |
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100 | if (!validate())
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101 | {
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102 | return false;
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103 | }
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104 | load_attributes();
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105 | load_uniforms();
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106 | return true;
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107 | }
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108 |
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109 | void gl_program::bind()
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110 | {
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111 | glUseProgram( m_name.get_value() );
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112 | }
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113 |
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114 | void gl_program::unbind()
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115 | {
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116 | glUseProgram( 0 );
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117 | }
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118 |
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119 | bool gl_program::is_valid() const
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120 | {
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121 | return m_name.is_valid();
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122 | }
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123 |
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124 | void gl_program::load_attributes()
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125 | {
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126 | int params;
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127 | glGetProgramiv( m_name.get_value(), GL_ACTIVE_ATTRIBUTES, ¶ms );
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128 |
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129 | for ( int i = 0; i < params; ++i )
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130 | {
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131 | int attr_nlen;
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132 | int attr_len;
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133 | unsigned attr_type;
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134 | char name_buffer[128];
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135 |
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136 | glGetActiveAttrib( m_name.get_value(), i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
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137 |
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138 | string name( name_buffer, attr_nlen );
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139 |
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140 | // skip built-ins
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141 | if ( name.substr(0,3) == "gl_" ) continue;
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142 |
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143 | int attr_loc = glGetAttribLocation( m_name.get_value(), name.c_str() );
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144 |
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145 | m_attribute_map[ name ] = new attribute( name, attr_loc, gl_enum_to_type( attr_type ), attr_len );
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146 | }
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147 | }
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148 |
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149 | void gl_program::load_uniforms()
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150 | {
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151 | int params;
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152 | glGetProgramiv( m_name.get_value(), GL_ACTIVE_UNIFORMS, ¶ms );
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153 |
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154 | for ( int i = 0; i < params; ++i )
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155 | {
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156 | int uni_nlen;
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157 | int uni_len;
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158 | unsigned uni_type;
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159 | char name_buffer[128];
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160 |
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161 | glGetActiveUniform( m_name.get_value(), i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
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162 |
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163 | string name( name_buffer, uni_nlen );
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164 |
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165 | // skip built-ins
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166 | if ( name.substr(0,3) == "gl_" ) continue;
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167 |
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168 | int uni_loc = glGetUniformLocation( m_name.get_value(), name.c_str() );
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169 | type utype = gl_enum_to_type( uni_type );
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170 | m_uniform_map[ name ] = create_uniform( utype, name, uni_loc, uni_len );
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171 | }
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172 | }
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173 |
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174 | bool gl_program::validate()
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175 | {
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176 | const uint32 buffer_size = 2048;
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177 | char buffer[ buffer_size ] = { 0 };
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178 | int length;
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179 | int status;
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180 |
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181 | glGetProgramiv( m_name.get_value(), GL_LINK_STATUS, &status );
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182 | glGetProgramInfoLog( m_name.get_value(), buffer_size, &length, buffer );
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183 |
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184 | NV_LOG( LOG_INFO, "Program #" << m_name.get_value() << (status == GL_FALSE ? "failed to compile!" : "compiled successfuly.") );
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185 |
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186 | if ( length > 0 )
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187 | {
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188 | NV_LOG( LOG_INFO, "Program #" << m_name.get_value() << " log: " << buffer );
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189 | }
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190 |
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191 | if ( status == GL_FALSE )
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192 | {
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193 | return false;
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194 | }
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195 |
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196 | glValidateProgram( m_name.get_value() );
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197 | glGetProgramiv( m_name.get_value(), GL_VALIDATE_STATUS, &status );
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198 |
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199 | if ( status == GL_FALSE )
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200 | {
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201 | glGetProgramInfoLog( m_name.get_value(), buffer_size, &length, buffer );
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202 | NV_LOG( LOG_ERROR, "Program #" << m_name.get_value() << " validation error : " << buffer );
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203 | return false;
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204 | }
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205 | return true;
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206 | }
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207 |
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208 |
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