Shimatta Opengl: Shader Program: Implement compilation and use functions. Compilation from file still missing
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@ -51,7 +51,7 @@ ShimattaOpenglProgram *shimatta_opengl_program_new_from_file(const char *vertex_
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* @param program Shader Program
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* @param error_text Error message from compilation. May be NULL.
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* @param error_text_size Size in bytes of the error_text buffer. May be 0.
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* @return 0 if successful. If Error error text will hold the error
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* @return 0 if successful. If Error error text will hold the error. 1 is returned if program is already compiled
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*/
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int shimatta_opengl_program_compile(ShimattaOpenglProgram *program, char *error_text, size_t error_text_size);
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@ -22,7 +22,7 @@ struct _ShimattaOpenglProgram {
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};
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typedef struct {
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GLint shader_id;
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GLuint shader_id;
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gboolean compiled;
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char *fragment_file;
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char *vertex_file;
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@ -35,9 +35,42 @@ typedef struct {
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G_DEFINE_TYPE_WITH_PRIVATE(ShimattaOpenglProgram, shimatta_opengl_program, G_TYPE_OBJECT);
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static void shimatta_opengl_program_dispose(GObject *self)
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{
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ShimattaOpenglProgram *prog;
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ShimattaOpenglProgramPrivate *priv;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(self));
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prog = SHIMATTA_OPENGL_PROGRAM(self);
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priv = shimatta_opengl_program_get_instance_private(prog);
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if (priv->compiled) {
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priv->compiled = false;
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glDeleteProgram(priv->shader_id);
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}
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if (priv->fragment_src)
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g_free(priv->fragment_src);
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if (priv->geometry_src)
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g_free(priv->geometry_src);
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if (priv->vertex_src)
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g_free(priv->vertex_src);
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if (priv->vertex_file)
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g_free(priv->vertex_file);
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if (priv->fragment_file)
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g_free(priv->fragment_file);
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if (priv->geometry_file)
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g_free(priv->geometry_file);
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}
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static void shimatta_opengl_program_class_init(ShimattaOpenglProgramClass *klass)
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{
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(void)klass;
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GObjectClass *oclass;
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oclass = G_OBJECT_CLASS(klass);
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oclass->dispose = shimatta_opengl_program_dispose;
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return;
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}
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@ -73,3 +106,206 @@ ShimattaOpenglProgram *shimatta_opengl_program_new_from_data(const char *vertex_
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return ret;
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}
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ShimattaOpenglProgram *shimatta_opengl_program_new_from_file(const char *vertex_shader, const char *geometry_shader,
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const char *fragment_shader)
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{
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ShimattaOpenglProgram *ret;
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ShimattaOpenglProgramPrivate *priv;
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ret = g_object_new(SHIMATTA_TYPE_OPENGL_PROGRAM, NULL);
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priv = shimatta_opengl_program_get_instance_private(ret);
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priv->vertex_file = g_strdup(vertex_shader);
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priv->geometry_file = g_strdup(geometry_shader);
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priv->fragment_file = g_strdup(fragment_shader);
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return ret;
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}
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int shimatta_opengl_program_use(ShimattaOpenglProgram *program)
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{
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ShimattaOpenglProgramPrivate *priv;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
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if (!shimatta_opengl_program_is_compiled(program))
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return -1;
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priv = shimatta_opengl_program_get_instance_private(program);
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glUseProgram(priv->shader_id);
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return 0;
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}
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gboolean shimatta_opengl_program_is_compiled(ShimattaOpenglProgram *program)
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{
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ShimattaOpenglProgramPrivate *priv;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), FALSE);
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priv = shimatta_opengl_program_get_instance_private(program);
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return priv->compiled;
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}
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static char *load_shader_from_source_file(const char *src_file)
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{
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}
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static int compile_shader(const char *src, char *error_text, size_t error_text_size, gboolean use_error,
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GLuint shader_type, GLuint *shader_id_out)
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{
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GLuint shader_id;
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GLint success;
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int ret = 0;
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if (!shader_id_out || !src)
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return -1000;
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shader_id = glCreateShader(shader_type);
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glShaderSource(shader_id, 1, &src, NULL);
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glCompileShader(shader_id);
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &success);
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if (!success) {
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ret = -1;
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if (use_error) {
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glGetShaderInfoLog(shader_id, error_text_size, NULL, error_text);
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}
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glDeleteShader(shader_id);
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} else {
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*shader_id_out = shader_id;
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}
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return ret;
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}
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int shimatta_opengl_program_compile(ShimattaOpenglProgram *program, char *error_text, size_t error_text_size)
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{
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gboolean use_error = FALSE;
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ShimattaOpenglProgramPrivate *priv;
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char *shader_source_code;
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int ret_val = 0;
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int status;
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GLint success;
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GLuint vertex_shader, fragment_shader, geometry_shader;
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gboolean vertex_built = FALSE, fragment_built = FALSE, geometry_built = FALSE;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
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if (error_text && error_text_size > 0)
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use_error = TRUE;
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priv = shimatta_opengl_program_get_instance_private(program);
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if (priv->compiled == TRUE) {
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return 1;
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}
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priv->shader_id = glCreateProgram();
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if (priv->vertex_src) {
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shader_source_code = priv->vertex_src;
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} else if (priv->vertex_file) {
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shader_source_code = load_shader_from_source_file(priv->vertex_file);
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if (!shader_source_code) {
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ret_val = -1;
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goto return_value;
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}
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} else {
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shader_source_code = NULL;
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}
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/* Build the vertex shader */
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if (shader_source_code) {
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status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_VERTEX_SHADER,
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&vertex_shader);
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free(shader_source_code);
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if (status) {
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ret_val = -2;
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goto return_value;
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}
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vertex_built = TRUE;
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glAttachShader(priv->shader_id, vertex_shader);
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}
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/* Build the fragment shader */
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if (priv->fragment_src) {
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shader_source_code = priv->fragment_src;
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} else if (priv->fragment_file) {
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shader_source_code = load_shader_from_source_file(priv->fragment_file);
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if (!shader_source_code) {
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ret_val = -1;
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goto return_value;
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}
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} else {
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shader_source_code = NULL;
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}
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if (shader_source_code) {
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status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_FRAGMENT_SHADER,
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&fragment_shader);
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free(shader_source_code);
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if (status) {
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ret_val = -2;
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goto return_value;
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}
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fragment_built = TRUE;
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glAttachShader(priv->shader_id, fragment_shader);
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}
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/* Build the geometry shader */
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if (priv->geometry_src) {
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shader_source_code = priv->geometry_src;
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} else if (priv->geometry_file) {
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shader_source_code = load_shader_from_source_file(priv->geometry_file);
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if (!shader_source_code) {
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ret_val = -1;
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goto return_value;
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}
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} else {
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shader_source_code = NULL;
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}
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if (shader_source_code) {
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status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_GEOMETRY_SHADER,
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&geometry_shader);
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free(shader_source_code);
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if (status) {
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ret_val = -2;
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goto return_value;
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}
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geometry_built = TRUE;
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glAttachShader(priv->shader_id, geometry_shader);
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}
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glLinkProgram(priv->shader_id);
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glGetShaderiv(priv->shader_id, GL_LINK_STATUS, &success);
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if (!success) {
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if (use_error)
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glGetShaderInfoLog(priv->shader_id, error_text_size, NULL, error_text);
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ret_val = -3;
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glDeleteProgram(priv->shader_id);
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} else {
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priv->compiled = TRUE;
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}
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return_value:
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if (vertex_built)
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glDeleteShader(vertex_shader);
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if (geometry_built)
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glDeleteShader(geometry_shader);
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if (fragment_built)
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glDeleteShader(fragment_shader);
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return ret_val;
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}
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