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* avoid undefined behavior from UNREACHABLE on reachable code paths
UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.
Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.
A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.
Where the converted site was a simple guard of the form
if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
Assertion(!x, ...);
if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* addendum
After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible. UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error". Also fix a few other sites and change a couple to Warnings.
---------
Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
277 lines
7.6 KiB
C++
277 lines
7.6 KiB
C++
//
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//
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#include "ShaderProgram.h"
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#include "graphics/opengl/gropenglstate.h"
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namespace {
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/**
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* Retrieve the compilation log for a given shader object, and store it in the GLshader_info_log global variable
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*
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* @param shader_object OpenGL handle of a shader object
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*/
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SCP_string get_shader_info_log(GLuint shader_object)
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{
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GLint length;
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glGetShaderiv(shader_object, GL_INFO_LOG_LENGTH, &length);
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if (length <= 0) {
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return SCP_string();
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}
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SCP_string info_log;
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info_log.resize(length);
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glGetShaderInfoLog(shader_object, (GLsizei) info_log.size(), nullptr, &info_log[0]);
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// Remove trailing null character
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info_log.resize(info_log.size() - 1);
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return info_log;
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}
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/**
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* Retrieve the compilation log for a given shader object, and store it in the GLshader_info_log global variable
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*
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* @param program_object OpenGL handle of a shader object
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*/
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SCP_string get_program_info_log(GLuint program_object)
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{
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GLint length;
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glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &length);
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if (length <= 0) {
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return SCP_string();
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}
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SCP_string info_log;
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info_log.resize(length);
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glGetProgramInfoLog(program_object, (GLsizei) info_log.size(), nullptr, &info_log[0]);
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// Remove trailing null character
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info_log.resize(info_log.size() - 1);
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return info_log;
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}
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/**
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* Pass a GLSL shader source to OpenGL and compile it into a usable shader object.
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* Prints compilation errors (if any) to the log.
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* Note that this will only compile shaders into objects, linking them into executables happens later
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*
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* @param shader_source GLSL sourcecode for the shader
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* @param shader_type OpenGL ID for the type of shader being used, like GL_FRAGMENT_SHADER_ARB, GL_VERTEX_SHADER_ARB
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* @return OpenGL handle for the compiled shader object
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*/
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GLuint compile_shader_object(const SCP_vector<SCP_string>& shader_source, GLenum shader_type)
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{
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GLuint shader_object = 0;
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GLint status = 0;
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SCP_vector<const GLcharARB*> sources;
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sources.reserve(shader_source.size());
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for (auto it = shader_source.begin(); it != shader_source.end(); ++it) {
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sources.push_back(it->c_str());
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}
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shader_object = glCreateShader(shader_type);
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glShaderSource(shader_object, static_cast<GLsizei>(sources.size()), &sources[0], NULL);
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glCompileShader(shader_object);
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// check if the compile was successful
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glGetShaderiv(shader_object, GL_COMPILE_STATUS, &status);
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auto info_log = get_shader_info_log(shader_object);
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// we failed, bail out now...
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if (status == 0) {
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// basic error check
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mprintf(("%s shader failed to compile:\n%s\n", (shader_type == GL_VERTEX_SHADER) ? "Vertex" : ((shader_type == GL_GEOMETRY_SHADER) ? "Geometry" : "Fragment"), info_log.c_str()));
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// this really shouldn't exist, but just in case
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if (shader_object) {
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glDeleteProgram(shader_object);
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}
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throw std::runtime_error("Failed to compile shader!");
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}
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// we succeeded, maybe output warnings too
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if (info_log.size() > 5) {
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nprintf(("SHADER-DEBUG", "%s shader compiled with warnings:\n%s\n", (shader_type == GL_VERTEX_SHADER) ? "Vertex" : ((shader_type == GL_GEOMETRY_SHADER) ? "Geometry" : "Fragment"), info_log.c_str()));
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}
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return shader_object;
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}
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void link_program(GLuint program) {
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glLinkProgram(program);
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GLint status;
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// check if the link was successful
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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auto log = get_program_info_log(program);
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// we failed, bail out now...
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if (status == GL_FALSE) {
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mprintf(("Shader failed to link:\n%s\n", log.c_str()));
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throw std::runtime_error("Failed to compile shader!");
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}
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// we succeeded, maybe output warnings too
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if (log.size() > 5) {
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nprintf(("SHADER-DEBUG", "Shader linked with warnings:\n%s\n", log.c_str()));
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}
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}
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GLenum get_gl_shader_stage(opengl::ShaderStage stage) {
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switch(stage) {
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case opengl::STAGE_VERTEX:
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return GL_VERTEX_SHADER;
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case opengl::STAGE_GEOMETRY:
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return GL_GEOMETRY_SHADER;
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case opengl::STAGE_FRAGMENT:
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return GL_FRAGMENT_SHADER;
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default:
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UNREACHABLE("Unhandled shader type %d found!", static_cast<int>(stage));
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return GL_NONE;
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}
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}
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}
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opengl::ShaderProgram::ShaderProgram(const SCP_string& program_name) : _program_id(0), Uniforms(this) {
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_program_id = glCreateProgram();
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opengl_set_object_label(GL_PROGRAM, _program_id, program_name);
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}
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opengl::ShaderProgram::~ShaderProgram() {
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freeCompiledShaders();
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if (_program_id != 0) {
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// Make sure this program isn't used at the moment.
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GL_state.UseProgram(0);
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glDeleteProgram(_program_id);
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}
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}
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void opengl::ShaderProgram::use() {
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GL_state.UseProgram(_program_id);
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}
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GLuint opengl::ShaderProgram::getShaderHandle() {
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return _program_id;
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}
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void opengl::ShaderProgram::addShaderCode(opengl::ShaderStage stage, const SCP_string& name, const SCP_vector<SCP_string>& codeParts) {
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auto shader_obj = compile_shader_object(codeParts, get_gl_shader_stage(stage));
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opengl_set_object_label(GL_SHADER, shader_obj, name);
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_compiled_shaders.push_back(shader_obj);
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glAttachShader(_program_id, shader_obj);
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}
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void opengl::ShaderProgram::freeCompiledShaders() {
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for (auto& compiled_shader : _compiled_shaders) {
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glDetachShader(_program_id, compiled_shader);
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glDeleteShader(compiled_shader);
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}
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_compiled_shaders.clear();
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}
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void opengl::ShaderProgram::linkProgram() {
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link_program(_program_id);
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// We don't need the shaders anymore
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freeCompiledShaders();
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}
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void opengl::ShaderProgram::initAttribute(const SCP_string& name, const vec4& default_value)
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{
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auto attrib_loc = glGetAttribLocation(_program_id, name.c_str());
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if (attrib_loc == -1)
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{
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// Not available or optimized out, ignore
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return;
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}
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// The shader needs to be in use before glVertexAttrib can be used
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use();
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glVertexAttrib4f(
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attrib_loc,
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default_value.xyzw.x,
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default_value.xyzw.y,
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default_value.xyzw.z,
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default_value.xyzw.w
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);
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}
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opengl::ShaderUniforms::ShaderUniforms(ShaderProgram* shaderProgram) : _program(shaderProgram) {
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Assertion(shaderProgram != nullptr, "Shader program may not be null!");
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}
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size_t opengl::ShaderUniforms::findUniform(const SCP_string& name)
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{
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auto iter = _uniform_lookup.find(name);
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if (iter == _uniform_lookup.end()) {
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return INVALID_SIZE;
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} else {
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return iter->second;
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}
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}
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void opengl::ShaderUniforms::setTextureUniform(const SCP_string& name, const int texture_unit)
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{
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Assertion(GL_state.IsCurrentProgram(_program->getShaderHandle()),
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"The program must be current before setting uniforms!");
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size_t uniform_index = findUniform(name);
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bool resident = false;
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if (uniform_index != INVALID_SIZE) {
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Assert(uniform_index < _uniforms.size());
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uniform_bind* bind_info = &_uniforms[uniform_index];
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if (bind_info->value == texture_unit) {
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return;
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}
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bind_info->value = texture_unit;
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resident = true;
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}
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if (!resident) {
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// uniform doesn't exist in our previous uniform block so queue this new value
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uniform_bind new_bind;
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new_bind.name = name;
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new_bind.value = texture_unit;
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_uniforms.push_back(std::move(new_bind));
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_uniform_lookup[name] = _uniforms.size() - 1;
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}
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glUniform1i(findUniformLocation(name.c_str()), texture_unit);
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}
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GLint opengl::ShaderUniforms::findUniformLocation(const SCP_string& name) {
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auto iter = _uniform_locations.find(name);
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if (iter == _uniform_locations.end()) {
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// Lazily initialize the uniform locations when required. This avoids keeping a list of all uniforms in the code
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auto location = glGetUniformLocation(_program->getShaderHandle(), name.c_str());
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if (location == -1)
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{
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// This can happen if the uniform has been optimized out by the driver
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mprintf(("WARNING: Failed to find uniform '%s'.\n", name.c_str()));
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}
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_uniform_locations.insert(std::make_pair(name, location));
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return location;
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}
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else {
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return iter->second;
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}
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}
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