OpenGL2: Direct state access, part 2: Uniforms.
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7 changed files with 147 additions and 78 deletions
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@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// tr_glsl.c
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#include "tr_local.h"
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void GLSL_BindNullProgram(void);
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#include "tr_dsa.h"
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extern const char *fallbackShader_bokeh_vp;
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extern const char *fallbackShader_bokeh_fp;
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@ -482,11 +482,6 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
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GLenum type;
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char uniformName[1000];
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// install the executables in the program object as part of current state.
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qglUseProgramObjectARB(program);
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// check for GL Errors
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// query the number of active uniforms
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qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);
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@ -497,8 +492,6 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
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ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
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}
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qglUseProgramObjectARB(0);
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}
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static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
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@ -703,7 +696,7 @@ void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
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*compare = value;
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qglUniform1iARB(uniforms[uniformNum], value);
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qglProgramUniform1i(program->program, uniforms[uniformNum], value);
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}
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void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
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@ -727,7 +720,7 @@ void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat valu
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*compare = value;
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qglUniform1fARB(uniforms[uniformNum], value);
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qglProgramUniform1f(program->program, uniforms[uniformNum], value);
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}
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void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
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@ -752,7 +745,7 @@ void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t
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compare[0] = v[0];
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compare[1] = v[1];
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qglUniform2fARB(uniforms[uniformNum], v[0], v[1]);
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qglProgramUniform2f(program->program, uniforms[uniformNum], v[0], v[1]);
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}
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void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
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@ -776,7 +769,7 @@ void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t
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VectorCopy(v, compare);
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qglUniform3fARB(uniforms[uniformNum], v[0], v[1], v[2]);
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qglProgramUniform3f(program->program, uniforms[uniformNum], v[0], v[1], v[2]);
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}
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void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
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@ -800,7 +793,7 @@ void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t
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VectorCopy4(v, compare);
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qglUniform4fARB(uniforms[uniformNum], v[0], v[1], v[2], v[3]);
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qglProgramUniform4f(program->program, uniforms[uniformNum], v[0], v[1], v[2], v[3]);
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}
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void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
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@ -824,7 +817,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
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VectorCopy5(v, compare);
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qglUniform1fvARB(uniforms[uniformNum], 5, v);
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qglProgramUniform1fv(program->program, uniforms[uniformNum], 5, v);
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}
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void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
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@ -848,7 +841,7 @@ void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t
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Mat4Copy(matrix, compare);
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qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
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qglProgramUniformMatrix4fv(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix);
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}
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void GLSL_DeleteGPUShader(shaderProgram_t *program)
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@ -925,10 +918,8 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.genericShader[i]);
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qglUseProgramObjectARB(tr.genericShader[i].program);
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GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
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GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.genericShader[i]);
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@ -945,9 +936,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.textureColorShader);
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qglUseProgramObjectARB(tr.textureColorShader.program);
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GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.textureColorShader);
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@ -993,9 +982,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.dlightShader[i]);
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qglUseProgramObjectARB(tr.dlightShader[i].program);
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GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.dlightShader[i]);
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@ -1123,7 +1110,6 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.lightallShader[i]);
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qglUseProgramObjectARB(tr.lightallShader[i].program);
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GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
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GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
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GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
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@ -1131,7 +1117,6 @@ void GLSL_InitGPUShaders(void)
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GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
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GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
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GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.lightallShader[i]);
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@ -1164,9 +1149,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.pshadowShader);
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qglUseProgramObjectARB(tr.pshadowShader.program);
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GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.pshadowShader);
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@ -1183,9 +1166,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.down4xShader);
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qglUseProgramObjectARB(tr.down4xShader.program);
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GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.down4xShader);
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@ -1202,9 +1183,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.bokehShader);
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qglUseProgramObjectARB(tr.bokehShader.program);
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GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.bokehShader);
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@ -1221,10 +1200,8 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.tonemapShader);
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qglUseProgramObjectARB(tr.tonemapShader.program);
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GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
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GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.tonemapShader);
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@ -1246,9 +1223,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.calclevels4xShader[i]);
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qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
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GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
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@ -1279,13 +1254,11 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.shadowmaskShader);
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qglUseProgramObjectARB(tr.shadowmaskShader.program);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.shadowmaskShader);
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@ -1302,9 +1275,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.ssaoShader);
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qglUseProgramObjectARB(tr.ssaoShader.program);
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GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.ssaoShader);
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@ -1329,10 +1300,8 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.depthBlurShader[i]);
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qglUseProgramObjectARB(tr.depthBlurShader[i].program);
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GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
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GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
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@ -1350,9 +1319,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_InitUniforms(&tr.testcubeShader);
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qglUseProgramObjectARB(tr.testcubeShader.program);
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GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.testcubeShader);
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@ -1376,7 +1343,7 @@ void GLSL_ShutdownGPUShaders(void)
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for (i = 0; i < ATTR_INDEX_COUNT; i++)
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qglDisableVertexAttribArrayARB(i);
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GLSL_BindNullProgram();
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GL_BindNullProgram();
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for ( i = 0; i < GENERICDEF_COUNT; i++)
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GLSL_DeleteGPUShader(&tr.genericShader[i]);
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for ( i = 0; i < 2; i++)
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GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
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glState.currentProgram = 0;
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qglUseProgramObjectARB(0);
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}
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void GLSL_BindProgram(shaderProgram_t * program)
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{
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if(!program)
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{
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GLSL_BindNullProgram();
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return;
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}
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GLuint programObject = program ? program->program : 0;
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char *name = program ? program->name : "NULL";
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if(r_logFile->integer)
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{
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// don't just call LogComment, or we will get a call to va() every frame!
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GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name));
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GLimp_LogComment(va("--- GLSL_BindProgram( %s ) ---\n", name));
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}
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if(glState.currentProgram != program)
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{
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qglUseProgramObjectARB(program->program);
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glState.currentProgram = program;
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if (GL_UseProgramObject(programObject))
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backEnd.pc.c_glslShaderBinds++;
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}
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}
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void GLSL_BindNullProgram(void)
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{
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if(r_logFile->integer)
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{
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GLimp_LogComment("--- GL_BindNullProgram ---\n");
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}
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if(glState.currentProgram)
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{
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qglUseProgramObjectARB(0);
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glState.currentProgram = NULL;
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}
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}
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