testshader: Don't make local variables with the same name as GL entry points.

Reference Issue #2706.

(cherry picked from commit cb5b8c97472ed1c759bb6934372e3c3ff4aad8f3)
main
Ryan C. Gordon 2023-11-20 15:10:30 -05:00
parent 30a2291d59
commit 5b1c68c2f3
No known key found for this signature in database
GPG Key ID: FA148B892AB48044
1 changed files with 59 additions and 59 deletions

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@ -115,36 +115,36 @@ static ShaderData shaders[NUM_SHADERS] = {
"}" },
};
static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
static PFNGLUNIFORM1IARBPROC glUniform1iARB;
static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB;
static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB;
static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB;
static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB;
static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB;
static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB;
static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB;
static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB;
static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB;
static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB;
static PFNGLUNIFORM1IARBPROC pglUniform1iARB;
static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB;
static SDL_bool CompileShader(GLhandleARB shader, const char *source)
{
GLint status = 0;
glShaderSourceARB(shader, 1, &source, NULL);
glCompileShaderARB(shader);
glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
pglShaderSourceARB(shader, 1, &source, NULL);
pglCompileShaderARB(shader);
pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
GLint length = 0;
char *info;
glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *)SDL_malloc((size_t)length + 1);
if (!info) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
glGetInfoLogARB(shader, length, NULL, info);
pglGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
SDL_free(info);
}
@ -158,21 +158,21 @@ static SDL_bool LinkProgram(ShaderData *data)
{
GLint status = 0;
glAttachObjectARB(data->program, data->vert_shader);
glAttachObjectARB(data->program, data->frag_shader);
glLinkProgramARB(data->program);
pglAttachObjectARB(data->program, data->vert_shader);
pglAttachObjectARB(data->program, data->frag_shader);
pglLinkProgramARB(data->program);
glGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
if (status == 0) {
GLint length = 0;
char *info;
glGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *)SDL_malloc((size_t)length + 1);
if (!info) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
glGetInfoLogARB(data->program, length, NULL, info);
pglGetInfoLogARB(data->program, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info);
SDL_free(info);
}
@ -191,16 +191,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
glGetError();
/* Create one program object to rule them all */
data->program = glCreateProgramObjectARB();
data->program = pglCreateProgramObjectARB();
/* Create the vertex shader */
data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(data->vert_shader, data->vert_source)) {
return SDL_FALSE;
}
/* Create the fragment shader */
data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(data->frag_shader, data->frag_source)) {
return SDL_FALSE;
}
@ -211,16 +211,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
}
/* Set up some uniform variables */
glUseProgramObjectARB(data->program);
pglUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[5];
(void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
location = glGetUniformLocationARB(data->program, tex_name);
location = pglGetUniformLocationARB(data->program, tex_name);
if (location >= 0) {
glUniform1iARB(location, i);
pglUniform1iARB(location, i);
}
}
glUseProgramObjectARB(0);
pglUseProgramObjectARB(0);
return (glGetError() == GL_NO_ERROR);
}
@ -228,9 +228,9 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
static void DestroyShaderProgram(ShaderData *data)
{
if (shaders_supported) {
glDeleteObjectARB(data->vert_shader);
glDeleteObjectARB(data->frag_shader);
glDeleteObjectARB(data->program);
pglDeleteObjectARB(data->vert_shader);
pglDeleteObjectARB(data->frag_shader);
pglDeleteObjectARB(data->program);
}
}
@ -244,30 +244,30 @@ static SDL_bool InitShaders(void)
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (glAttachObjectARB &&
glCompileShaderARB &&
glCreateProgramObjectARB &&
glCreateShaderObjectARB &&
glDeleteObjectARB &&
glGetInfoLogARB &&
glGetObjectParameterivARB &&
glGetUniformLocationARB &&
glLinkProgramARB &&
glShaderSourceARB &&
glUniform1iARB &&
glUseProgramObjectARB) {
pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (pglAttachObjectARB &&
pglCompileShaderARB &&
pglCreateProgramObjectARB &&
pglCreateShaderObjectARB &&
pglDeleteObjectARB &&
pglGetInfoLogARB &&
pglGetObjectParameterivARB &&
pglGetUniformLocationARB &&
pglLinkProgramARB &&
pglShaderSourceARB &&
pglUniform1iARB &&
pglUseProgramObjectARB) {
shaders_supported = SDL_TRUE;
}
}
@ -418,7 +418,7 @@ static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
glBindTexture(GL_TEXTURE_2D, texture);
glColor3f(1.0f, 1.0f, 1.0f);
if (shaders_supported) {
glUseProgramObjectARB(shaders[current_shader].program);
pglUseProgramObjectARB(shaders[current_shader].program);
}
glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
@ -433,7 +433,7 @@ static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
glEnd(); /* done with the polygon */
if (shaders_supported) {
glUseProgramObjectARB(0);
pglUseProgramObjectARB(0);
}
glDisable(GL_TEXTURE_2D);