Lines Matching defs:shader

284 	/* Preprocess vertex shader sources. */
317 } shader[] = { { vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } };
319 glw::GLuint const shader_count = DE_LENGTH_OF_ARRAY(shader);
333 if (DE_NULL != shader[i].source)
335 shader[i].id = gl.createShader(shader[i].type);
339 gl.attachShader(po, shader[i].id);
343 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL);
347 gl.compileShader(shader[i].id);
353 gl.getShaderiv(shader[i].id, GL_COMPILE_STATUS, &status);
359 gl.getShaderiv(shader[i].id, GL_INFO_LOG_LENGTH, &log_size);
364 gl.getShaderInfoLog(shader[i].id, log_size, NULL, &log_text[0]);
367 << "Shader type: " << glu::getShaderTypeStr(shader[i].type)
372 << shader[i].source << "\n"
411 if (shader[i].id)
413 gl.detachShader(po, shader[i].id);
454 if (0 != shader[i].id)
456 gl.deleteShader(shader[i].id);
458 shader[i].id = 0;
885 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } };
887 glw::GLuint const shader_count = DE_LENGTH_OF_ARRAY(shader);
899 if (DE_NULL != shader[i].source)
901 shader[i].id = gl.createShader(shader[i].type);
905 gl.attachShader(m_po, shader[i].id);
909 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL);
913 gl.compileShader(shader[i].id);
919 gl.getShaderiv(shader[i].id, GL_COMPILE_STATUS, &status);
925 gl.getShaderiv(shader[i].id, GL_INFO_LOG_LENGTH, &log_size);
930 gl.getShaderInfoLog(shader[i].id, log_size, NULL, &log_text[0]);
933 << "Shader type: " << glu::getShaderTypeStr(shader[i].type)
938 << shader[i].source << "\n"
969 if (shader[i].id)
971 gl.detachShader(m_po, shader[i].id);
1012 if (0 != shader[i].id)
1014 gl.deleteShader(shader[i].id);
1016 shader[i].id = 0;
1332 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } };
1334 glw::GLuint const shader_count = DE_LENGTH_OF_ARRAY(shader);
1346 if (DE_NULL != shader[i].source)
1348 shader[i].id = gl.createShader(shader[i].type);
1352 gl.attachShader(m_po, shader[i].id);
1356 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL);
1360 gl.compileShader(shader[i].id);
1366 gl.getShaderiv(shader[i].id, GL_COMPILE_STATUS, &status);
1372 gl.getShaderiv(shader[i].id, GL_INFO_LOG_LENGTH, &log_size);
1377 gl.getShaderInfoLog(shader[i].id, log_size, NULL, &log_text[0]);
1380 << "Shader type: " << glu::getShaderTypeStr(shader[i].type)
1385 << shader[i].source << "\n"
1416 if (shader[i].id)
1418 gl.detachShader(m_po, shader[i].id);
1459 if (0 != shader[i].id)
1461 gl.deleteShader(shader[i].id);
1463 shader[i].id = 0;
1958 } shader[] = { { { s_vertex_shader_head, s_vertex_shader_declaration[function_selector][size - 1],
1965 glw::GLuint const shader_count = DE_LENGTH_OF_ARRAY(shader);
1978 shader[i].id = gl.createShader(shader[i].type);
1982 gl.attachShader(m_po, shader[i].id);
1986 gl.shaderSource(shader[i].id, shader[i].count, shader[i].source, NULL);
1990 gl.compileShader(shader[i].id);
1996 gl.getShaderiv(shader[i].id, GL_COMPILE_STATUS, &status);
2002 gl.getShaderiv(shader[i].id, GL_INFO_LOG_LENGTH, &log_size);
2007 gl.getShaderInfoLog(shader[i].id, log_size, NULL, &log_text[0]);
2010 << "Shader type: " << glu::getShaderTypeStr(shader[i].type)
2015 << shader[i].source << "\n"
2046 if (shader[i].id)
2048 gl.detachShader(m_po, shader[i].id);
2089 if (0 != shader[i].id)
2091 gl.deleteShader(shader[i].id);
2093 shader[i].id = 0;
2653 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } };
2655 glw::GLuint const shader_count = DE_LENGTH_OF_ARRAY(shader);
2667 if (DE_NULL != shader[i].source)
2669 shader[i].id = gl.createShader(shader[i].type);
2673 gl.attachShader(m_po, shader[i].id);
2677 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL);
2681 gl.compileShader(shader[i].id);
2687 gl.getShaderiv(shader[i].id, GL_COMPILE_STATUS, &status);
2693 gl.getShaderiv(shader[i].id, GL_INFO_LOG_LENGTH, &log_size);
2698 gl.getShaderInfoLog(shader[i].id, log_size, NULL, &log_text[0]);
2701 << "Shader type: " << glu::getShaderTypeStr(shader[i].type)
2706 << shader[i].source << "\n"
2741 if (shader[i].id)
2743 gl.detachShader(m_po, shader[i].id);
2784 if (0 != shader[i].id)
2786 gl.deleteShader(shader[i].id);
2788 shader[i].id = 0;
3116 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } };
3118 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]);
3130 if (DE_NULL != shader[i].source)
3132 shader[i].id = gl.createShader(shader[i].type);
3136 gl.attachShader(m_po, shader[i].id);
3140 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL);
3144 gl.compileShader(shader[i].id);
3150 gl.getShaderiv(shader[i].id, GL_COMPILE_STATUS, &status);
3156 gl.getShaderiv(shader[i].id, GL_INFO_LOG_LENGTH, &log_size);
3161 gl.getShaderInfoLog(shader[i].id, log_size, NULL, &log_text[0]);
3164 << "Shader type: " << glu::getShaderTypeStr(shader[i].type)
3169 << shader[i].source << "\n"
3200 if (shader[i].id)
3202 gl.detachShader(m_po, shader[i].id);
3243 if (0 != shader[i].id)
3245 gl.deleteShader(shader[i].id);
3247 shader[i].id = 0;